battle_id
stringlengths
21
27
rating
int64
2.2k
2.55k
log_content
stringlengths
993
93.7k
prompts
sequencelengths
1
25
__index_level_0__
int64
0
3.37k
gen9randombattle-2045194313
2,201
|j|☆Yusei1789 |j|☆adam skye 2 |t:|1706339728 |gametype|singles |player|p1|Yusei1789|169|2265 |player|p2|adam skye 2|caitlin|2218 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1706339728 |start |switch|p1a: Quagsire|Quagsire, L84, F|297/297 |switch|p2a: Floatzel|Floatzel, L85, M|283/283 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Yusei1789) |c|☆adam skye 2|glhf | |t:|1706339743 |move|p2a: Floatzel|Wave Crash|p1a: Quagsire |-damage|p1a: Quagsire|72/297 |-damage|p2a: Floatzel|209/283|[from] Recoil |move|p1a: Quagsire|Toxic|p2a: Floatzel |-status|p2a: Floatzel|tox | |-heal|p1a: Quagsire|90/297|[from] item: Leftovers |-damage|p2a: Floatzel|192/283 tox|[from] psn |upkeep |turn|2 | |t:|1706339754 |move|p2a: Floatzel|Wave Crash|p1a: Quagsire |-damage|p1a: Quagsire|0 fnt |faint|p1a: Quagsire |-damage|p2a: Floatzel|162/283 tox|[from] Recoil | |-damage|p2a: Floatzel|128/283 tox|[from] psn |upkeep | |t:|1706339765 |switch|p1a: Grafaiai|Grafaiai, L86, F|249/249 |turn|3 | |t:|1706339771 |move|p1a: Grafaiai|Parting Shot|p2a: Floatzel |-unboost|p2a: Floatzel|atk|1 |-unboost|p2a: Floatzel|spa|1 | |t:|1706339774 |switch|p1a: Basculegion|Basculegion, L82, M|331/331|[from] Parting Shot |move|p2a: Floatzel|Wave Crash|p1a: Basculegion |-resisted|p1a: Basculegion |-damage|p1a: Basculegion|245/331 |-damage|p2a: Floatzel|100/283 tox|[from] Recoil | |-damage|p2a: Floatzel|49/283 tox|[from] psn |upkeep |turn|4 | |t:|1706339785 |switch|p2a: Wigglytuff|Wigglytuff, L96, M|424/424 |move|p1a: Basculegion|Flip Turn|p2a: Wigglytuff |-damage|p2a: Wigglytuff|304/424 | |t:|1706339797 |switch|p1a: Grafaiai|Grafaiai, L86, F|249/249|[from] Flip Turn | |-heal|p2a: Wigglytuff|330/424|[from] item: Leftovers |upkeep |turn|5 |j| Allee23 | |t:|1706339808 |move|p2a: Wigglytuff|Protect|p2a: Wigglytuff |-singleturn|p2a: Wigglytuff|Protect |move|p1a: Grafaiai|Gunk Shot|p2a: Wigglytuff |-activate|p2a: Wigglytuff|move: Protect | |-heal|p2a: Wigglytuff|356/424|[from] item: Leftovers |upkeep |turn|6 | |t:|1706339814 |switch|p2a: Rhyperior|Rhyperior, L83, M|327/327 |move|p1a: Grafaiai|Gunk Shot|p2a: Rhyperior |-resisted|p2a: Rhyperior |-damage|p2a: Rhyperior|302/327 | |upkeep |turn|7 | |t:|1706339834 |move|p1a: Grafaiai|Parting Shot|p2a: Rhyperior |-unboost|p2a: Rhyperior|atk|1 |-unboost|p2a: Rhyperior|spa|1 | |t:|1706339838 |switch|p1a: Basculegion|Basculegion, L82, M|245/331|[from] Parting Shot |move|p2a: Rhyperior|Earthquake|p1a: Basculegion |-damage|p1a: Basculegion|127/331 | |upkeep |turn|8 | |t:|1706339847 |switch|p2a: Wigglytuff|Wigglytuff, L96, M|356/424 |move|p1a: Basculegion|Flip Turn|p2a: Wigglytuff |-damage|p2a: Wigglytuff|238/424 | |t:|1706339858 |switch|p1a: Mew|Mew, L82|298/298|[from] Flip Turn | |-heal|p2a: Wigglytuff|264/424|[from] item: Leftovers |upkeep |turn|9 | |t:|1706339866 |move|p1a: Mew|Swords Dance|p1a: Mew |-boost|p1a: Mew|atk|2 |move|p2a: Wigglytuff|Alluring Voice|p1a: Mew |-damage|p1a: Mew|199/298 |-start|p1a: Mew|confusion | |-heal|p2a: Wigglytuff|290/424|[from] item: Leftovers |upkeep |turn|10 | |t:|1706339871 |-activate|p1a: Mew|confusion |-damage|p1a: Mew|150/298|[from] confusion |move|p2a: Wigglytuff|Alluring Voice|p1a: Mew |-damage|p1a: Mew|56/298 | |-heal|p2a: Wigglytuff|316/424|[from] item: Leftovers |upkeep |turn|11 | |t:|1706339873 |-activate|p1a: Mew|confusion |-damage|p1a: Mew|0 fnt|[from] confusion |faint|p1a: Mew |move|p2a: Wigglytuff|Alluring Voice|p1: Mew|[notarget] |-fail|p2a: Wigglytuff | |-heal|p2a: Wigglytuff|342/424|[from] item: Leftovers |upkeep | |t:|1706339876 |switch|p1a: Grafaiai|Grafaiai, L86, F|249/249 |turn|12 | |t:|1706339882 |switch|p2a: Rhyperior|Rhyperior, L83, M|302/327 |move|p1a: Grafaiai|Knock Off|p2a: Rhyperior |-damage|p2a: Rhyperior|251/327 |-enditem|p2a: Rhyperior|Weakness Policy|[from] move: Knock Off|[of] p1a: Grafaiai | |upkeep |turn|13 | |t:|1706339891 |move|p1a: Grafaiai|Parting Shot|p2a: Rhyperior |-unboost|p2a: Rhyperior|atk|1 |-unboost|p2a: Rhyperior|spa|1 | |t:|1706339894 |switch|p1a: Basculegion|Basculegion, L82, M|127/331|[from] Parting Shot |move|p2a: Rhyperior|Earthquake|p1a: Basculegion |-damage|p1a: Basculegion|12/331 | |upkeep |turn|14 | |t:|1706339906 |switch|p2a: Floatzel|Floatzel, L85, M|49/283 tox |move|p1a: Basculegion|Flip Turn|p2a: Floatzel |-resisted|p2a: Floatzel |-damage|p2a: Floatzel|0 fnt |faint|p2a: Floatzel | |t:|1706339914 |switch|p1a: Grafaiai|Grafaiai, L86, F|249/249|[from] Flip Turn | |upkeep | |t:|1706339919 |switch|p2a: Rhyperior|Rhyperior, L83, M|251/327 |turn|15 | |t:|1706339923 |move|p1a: Grafaiai|Parting Shot|p2a: Rhyperior |-unboost|p2a: Rhyperior|atk|1 |-unboost|p2a: Rhyperior|spa|1 | |t:|1706339926 |switch|p1a: Basculegion|Basculegion, L82, M|12/331|[from] Parting Shot |move|p2a: Rhyperior|Earthquake|p1a: Basculegion |-damage|p1a: Basculegion|0 fnt |faint|p1a: Basculegion | |upkeep | |t:|1706339948 |switch|p1a: Iron Valiant|Iron Valiant, L79|247/247 |turn|16 | |t:|1706339953 |switch|p2a: Dedenne|Dedenne, L88, F|261/261 |move|p1a: Iron Valiant|Calm Mind|p1a: Iron Valiant |-boost|p1a: Iron Valiant|spa|1 |-boost|p1a: Iron Valiant|spd|1 | |upkeep |turn|17 | |t:|1706339968 |move|p1a: Iron Valiant|Calm Mind|p1a: Iron Valiant |-boost|p1a: Iron Valiant|spa|1 |-boost|p1a: Iron Valiant|spd|1 |move|p2a: Dedenne|Dazzling Gleam|p1a: Iron Valiant |-supereffective|p1a: Iron Valiant |-damage|p1a: Iron Valiant|127/247 | |upkeep |turn|18 | |t:|1706339976 |move|p1a: Iron Valiant|Moonblast|p2a: Dedenne |-damage|p2a: Dedenne|0 fnt |faint|p2a: Dedenne |-damage|p1a: Iron Valiant|103/247|[from] item: Life Orb | |upkeep | |t:|1706339980 |switch|p2a: Wigglytuff|Wigglytuff, L96, M|342/424 |turn|19 | |t:|1706339987 |move|p1a: Iron Valiant|Moonblast|p2a: Wigglytuff |-damage|p2a: Wigglytuff|0 fnt |faint|p2a: Wigglytuff |-damage|p1a: Iron Valiant|79/247|[from] item: Life Orb | |upkeep | |t:|1706339990 |switch|p2a: Malamar|Malamar, L83, F|278/278 |turn|20 | |t:|1706339995 |-terastallize|p2a: Malamar|Steel |move|p1a: Iron Valiant|Moonblast|p2a: Malamar |-resisted|p2a: Malamar |-damage|p2a: Malamar|121/278 |-boost|p2a: Malamar|spa|1 |-damage|p1a: Iron Valiant|55/247|[from] item: Life Orb |move|p2a: Malamar|Psycho Cut|p1a: Iron Valiant |-supereffective|p1a: Iron Valiant |-crit|p1a: Iron Valiant |-damage|p1a: Iron Valiant|0 fnt |faint|p1a: Iron Valiant |-end|p1a: Iron Valiant|Quark Drive|[silent] | |upkeep | |t:|1706340009 |switch|p1a: Porygon-Z|Porygon-Z, L82|274/274 |turn|21 | |t:|1706340014 |-terastallize|p1a: Porygon-Z|Fighting |move|p1a: Porygon-Z|Tera Blast|p2a: Malamar|[anim] Tera Blast Fighting |-supereffective|p2a: Malamar |-damage|p2a: Malamar|0 fnt |faint|p2a: Malamar |-damage|p1a: Porygon-Z|247/274|[from] item: Life Orb | |upkeep | |t:|1706340019 |switch|p2a: Toxtricity|Toxtricity, L82, F|257/257 |turn|22 | |t:|1706340025 |switch|p1a: Grafaiai|Grafaiai, L86, F|249/249 |move|p2a: Toxtricity|Boomburst|p1a: Grafaiai |-damage|p1a: Grafaiai|41/249 |-damage|p2a: Toxtricity|232/257|[from] item: Life Orb | |upkeep |turn|23 | |t:|1706340038 |switch|p2a: Rhyperior|Rhyperior, L83, M|251/327 |move|p1a: Grafaiai|Parting Shot|p2a: Rhyperior |-unboost|p2a: Rhyperior|atk|1 |-unboost|p2a: Rhyperior|spa|1 | |t:|1706340043 |switch|p1a: Porygon-Z|Porygon-Z, L82, tera:Fighting|247/274|[from] Parting Shot | |upkeep |turn|24 | |t:|1706340054 |move|p1a: Porygon-Z|Nasty Plot|p1a: Porygon-Z |-boost|p1a: Porygon-Z|spa|2 |move|p2a: Rhyperior|Earthquake|p1a: Porygon-Z |-damage|p1a: Porygon-Z|136/274 | |upkeep |turn|25 |-message|adam skye 2 forfeited. | |win|Yusei1789 |raw|Yusei1789's rating: 2265 &rarr; <strong>2282</strong><br />(+17 for winning) |raw|adam skye 2's rating: 2218 &rarr; <strong>2201</strong><br />(-17 for losing) |l|☆adam skye 2 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Quagsire Quagsire, L84, F 297/297\nswitch p2a: Floatzel Floatzel, L85, M 283/283\n\nHere is the impact of the player's quagsire moves and the hp range that the move will do:\ntoxic: 0 - 0\n\n\nHere is the impact of the opponent's floatzel moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is quagsire. They had the following choices:\n0. /choose move toxic\n1. /choose switch grafaiai\n2. /choose switch basculegion\n3. /choose switch mew\n4. /choose switch ironvaliant\n5. /choose switch porygonz\n\n\nThe winner chose to do the following:\n/choose move toxic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Quagsire Quagsire, L84, F 297/297\nswitch p2a: Floatzel Floatzel, L85, M 283/283\nturn 1\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 72/297\n-damage p2a: Floatzel 209/283 [from] Recoil\nmove p1a: Quagsire Toxic p2a: Floatzel\n-status p2a: Floatzel tox\n-heal p1a: Quagsire 90/297 [from] item: Leftovers\n-damage p2a: Floatzel 192/283 tox [from] psn\nturn 2\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\n-damage p2a: Floatzel 162/283 tox [from] Recoil\n-damage p2a: Floatzel 128/283 tox [from] psn\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\npartingshot: 0 - 0\ngunkshot: 51% - 60%\nknockoff: 18% - 22%\n\n\nHere is the impact of the opponent's floatzel moves and the hp range that the move will do:\nwavecrash: 65% - 77%\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move partingshot\n1. /choose move gunkshot\n2. /choose move knockoff\n3. /choose switch basculegion\n4. /choose switch mew\n5. /choose switch ironvaliant\n6. /choose switch porygonz\n\n\nThe winner chose to do the following:\n/choose move partingshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Quagsire Quagsire, L84, F 297/297\nswitch p2a: Floatzel Floatzel, L85, M 283/283\nturn 1\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 72/297\n-damage p2a: Floatzel 209/283 [from] Recoil\nmove p1a: Quagsire Toxic p2a: Floatzel\n-status p2a: Floatzel tox\n-heal p1a: Quagsire 90/297 [from] item: Leftovers\n-damage p2a: Floatzel 192/283 tox [from] psn\nturn 2\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\n-damage p2a: Floatzel 162/283 tox [from] Recoil\n-damage p2a: Floatzel 128/283 tox [from] psn\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249\nturn 3\nmove p1a: Grafaiai Parting Shot p2a: Floatzel\n-unboost p2a: Floatzel atk 1\n-unboost p2a: Floatzel spa 1\nswitch p1a: Basculegion Basculegion, L82, M 331/331 [from] Parting Shot\nmove p2a: Floatzel Wave Crash p1a: Basculegion\n-damage p1a: Basculegion 245/331\n-damage p2a: Floatzel 100/283 tox [from] Recoil\n-damage p2a: Floatzel 49/283 tox [from] psn\nturn 4\nswitch p2a: Wigglytuff Wigglytuff, L96, M 424/424\nmove p1a: Basculegion Flip Turn p2a: Wigglytuff\n-damage p2a: Wigglytuff 304/424\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249 [from] Flip Turn\n-heal p2a: Wigglytuff 330/424 [from] item: Leftovers\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\npartingshot: 0 - 0\ngunkshot: 26% - 31%\nknockoff: 3% - 4%\n\n\nHere is the impact of the opponent's wigglytuff moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move partingshot\n1. /choose move gunkshot\n2. /choose move knockoff\n3. /choose switch basculegion\n4. /choose switch mew\n5. /choose switch ironvaliant\n6. /choose switch porygonz\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Quagsire Quagsire, L84, F 297/297\nswitch p2a: Floatzel Floatzel, L85, M 283/283\nturn 1\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 72/297\n-damage p2a: Floatzel 209/283 [from] Recoil\nmove p1a: Quagsire Toxic p2a: Floatzel\n-status p2a: Floatzel tox\n-heal p1a: Quagsire 90/297 [from] item: Leftovers\n-damage p2a: Floatzel 192/283 tox [from] psn\nturn 2\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\n-damage p2a: Floatzel 162/283 tox [from] Recoil\n-damage p2a: Floatzel 128/283 tox [from] psn\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249\nturn 3\nmove p1a: Grafaiai Parting Shot p2a: Floatzel\n-unboost p2a: Floatzel atk 1\n-unboost p2a: Floatzel spa 1\nswitch p1a: Basculegion Basculegion, L82, M 331/331 [from] Parting Shot\nmove p2a: Floatzel Wave Crash p1a: Basculegion\n-damage p1a: Basculegion 245/331\n-damage p2a: Floatzel 100/283 tox [from] Recoil\n-damage p2a: Floatzel 49/283 tox [from] psn\nturn 4\nswitch p2a: Wigglytuff Wigglytuff, L96, M 424/424\nmove p1a: Basculegion Flip Turn p2a: Wigglytuff\n-damage p2a: Wigglytuff 304/424\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249 [from] Flip Turn\n-heal p2a: Wigglytuff 330/424 [from] item: Leftovers\nturn 5\nmove p2a: Wigglytuff Protect p2a: Wigglytuff\n-singleturn p2a: Wigglytuff Protect\nmove p1a: Grafaiai Gunk Shot p2a: Wigglytuff\n-activate p2a: Wigglytuff move: Protect\n-heal p2a: Wigglytuff 356/424 [from] item: Leftovers\nturn 6\nswitch p2a: Rhyperior Rhyperior, L83, M 327/327\nmove p1a: Grafaiai Gunk Shot p2a: Rhyperior\n-damage p2a: Rhyperior 302/327\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\npartingshot: 0 - 0\ngunkshot: 2% - 2%\nknockoff: 3% - 4%\n\n\nHere is the impact of the opponent's rhyperior moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move partingshot\n1. /choose move gunkshot\n2. /choose move knockoff\n3. /choose switch basculegion\n4. /choose switch mew\n5. /choose switch ironvaliant\n6. /choose switch porygonz\n\n\nThe winner chose to do the following:\n/choose move partingshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Quagsire Quagsire, L84, F 297/297\nswitch p2a: Floatzel Floatzel, L85, M 283/283\nturn 1\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 72/297\n-damage p2a: Floatzel 209/283 [from] Recoil\nmove p1a: Quagsire Toxic p2a: Floatzel\n-status p2a: Floatzel tox\n-heal p1a: Quagsire 90/297 [from] item: Leftovers\n-damage p2a: Floatzel 192/283 tox [from] psn\nturn 2\nmove p2a: Floatzel Wave Crash p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\n-damage p2a: Floatzel 162/283 tox [from] Recoil\n-damage p2a: Floatzel 128/283 tox [from] psn\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249\nturn 3\nmove p1a: Grafaiai Parting Shot p2a: Floatzel\n-unboost p2a: Floatzel atk 1\n-unboost p2a: Floatzel spa 1\nswitch p1a: Basculegion Basculegion, L82, M 331/331 [from] Parting Shot\nmove p2a: Floatzel Wave Crash p1a: Basculegion\n-damage p1a: Basculegion 245/331\n-damage p2a: Floatzel 100/283 tox [from] Recoil\n-damage p2a: Floatzel 49/283 tox [from] psn\nturn 4\nswitch p2a: Wigglytuff Wigglytuff, L96, M 424/424\nmove p1a: Basculegion Flip Turn p2a: Wigglytuff\n-damage p2a: Wigglytuff 304/424\nswitch p1a: Grafaiai Grafaiai, L86, F 249/249 [from] Flip Turn\n-heal p2a: Wigglytuff 330/424 [from] item: Leftovers\nturn 5\nmove p2a: Wigglytuff Protect p2a: Wigglytuff\n-singleturn p2a: Wigglytuff Protect\nmove p1a: Grafaiai Gunk Shot p2a: Wigglytuff\n-activate p2a: Wigglytuff move: Protect\n-heal p2a: Wigglytuff 356/424 [from] item: Leftovers\nturn 6\nswitch p2a: Rhyperior Rhyperior, L83, M 327/327\nmove p1a: Grafaiai Gunk Shot p2a: Rhyperior\n-damage p2a: Rhyperior 302/327\nturn 7\nmove p1a: Grafaiai Parting Shot p2a: Rhyperior\n-unboost p2a: Rhyperior atk 1\n-unboost p2a: Rhyperior spa 1\nswitch p1a: Basculegion Basculegion, L82, M 245/331 [from] Parting Shot\nmove p2a: Rhyperior Earthquake p1a: Basculegion\n-damage p1a: Basculegion 127/331\nturn 8\nswitch p2a: Wigglytuff Wigglytuff, L96, M 356/424\nmove p1a: Basculegion Flip Turn p2a: Wigglytuff\n-damage p2a: Wigglytuff 238/424\nswitch p1a: Mew Mew, L82 298/298 [from] Flip Turn\n-heal p2a: Wigglytuff 264/424 [from] item: Leftovers\n\nHere is the impact of the player's mew moves and the hp range that the move will do:\nswordsdance: 0 - 0\n\n\nHere is the impact of the opponent's wigglytuff moves and the hp range that the move will do:\nprotect: 0 - 0\n\n\nThe winner's active Pokemon is mew. They had the following choices:\n0. /choose move swordsdance\n1. /choose switch grafaiai\n2. /choose switch basculegion\n3. /choose switch ironvaliant\n4. /choose switch porygonz\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,310
gen9randombattle-2043579445
2,201
|j|☆Yusei1789 |j|☆RedDudeN64 |t:|1706173520 |gametype|singles |player|p1|Yusei1789|265|2213 |player|p2|RedDudeN64|red|2221 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1706173520 |start |switch|p1a: Glalie|Glalie, L95, M|306/306 |switch|p2a: Mightyena|Mightyena, L95, M|287/287 |-ability|p2a: Mightyena|Intimidate|boost |-fail|p1a: Glalie|unboost|Attack|[from] ability: Inner Focus|[of] p1a: Glalie |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Yusei1789) | |t:|1706173537 |move|p1a: Glalie|Spikes|p2a: Mightyena |-sidestart|p2: RedDudeN64|Spikes |move|p2a: Mightyena|Poison Fang|p1a: Glalie |-damage|p1a: Glalie|243/306 |-status|p1a: Glalie|tox | |-damage|p1a: Glalie|224/306 tox|[from] psn |upkeep |turn|2 | |t:|1706173551 |switch|p1a: Dondozo|Dondozo, L78, M|362/362 |switch|p2a: Lapras|Lapras, L88, M|372/372 | |upkeep |turn|3 | |t:|1706173562 |switch|p1a: Bellibolt|Bellibolt, L84, F|320/320 |move|p2a: Lapras|Freeze-Dry|p1a: Bellibolt |-damage|p1a: Bellibolt|238/320 |-start|p1a: Bellibolt|Charge|Freeze-Dry|[from] ability: Electromorphosis | |-heal|p1a: Bellibolt|258/320|[from] item: Leftovers |upkeep |turn|4 | |t:|1706173572 |move|p2a: Lapras|Sparkling Aria|p1a: Bellibolt |-damage|p1a: Bellibolt|155/320 |-start|p1a: Bellibolt|Charge|Sparkling Aria|[from] ability: Electromorphosis |move|p1a: Bellibolt|Volt Switch|p2a: Lapras |-supereffective|p2a: Lapras |-damage|p2a: Lapras|90/372 |-end|p1a: Bellibolt|Charge|[silent] | |t:|1706173586 |switch|p1a: Excadrill|Excadrill, L80, F|307/307|[from] Volt Switch |-ability|p1a: Excadrill|Mold Breaker | |upkeep |turn|5 | |t:|1706173593 |move|p1a: Excadrill|Iron Head|p2a: Lapras |-damage|p2a: Lapras|0 fnt |faint|p2a: Lapras |-damage|p1a: Excadrill|277/307|[from] item: Life Orb | |upkeep | |t:|1706173601 |switch|p2a: Mightyena|Mightyena, L95, M|287/287 |-damage|p2a: Mightyena|252/287|[from] Spikes |-ability|p2a: Mightyena|Intimidate|boost |-unboost|p1a: Excadrill|atk|1 |turn|6 | |t:|1706173607 |switch|p1a: Dondozo|Dondozo, L78, M|362/362 |move|p2a: Mightyena|Throat Chop|p1a: Dondozo |-damage|p1a: Dondozo|223/362 |-start|p1a: Dondozo|Throat Chop|[silent] | |-heal|p1a: Dondozo|245/362|[from] item: Leftovers |upkeep |turn|7 | |t:|1706173619 |move|p2a: Mightyena|Throat Chop|p1a: Dondozo |-damage|p1a: Dondozo|118/362 |move|p1a: Dondozo|Curse|p1a: Dondozo |-unboost|p1a: Dondozo|spe|1 |-boost|p1a: Dondozo|atk|1 |-boost|p1a: Dondozo|def|1 | |-heal|p1a: Dondozo|140/362|[from] item: Leftovers |-end|p1a: Dondozo|Throat Chop|[silent] |upkeep |turn|8 | |t:|1706173624 |switch|p2a: Flutter Mane|Flutter Mane, L74|203/203 |-damage|p2a: Flutter Mane|178/203|[from] Spikes |move|p1a: Dondozo|Rest|p1a: Dondozo |-status|p1a: Dondozo|slp|[from] move: Rest |-heal|p1a: Dondozo|362/362 slp|[silent] | |upkeep |turn|9 | |t:|1706173646 |move|p2a: Flutter Mane|Moonblast|p1a: Dondozo |-damage|p1a: Dondozo|158/362 slp |-unboost|p1a: Dondozo|spa|1 |cant|p1a: Dondozo|slp |move|p1a: Dondozo|Sleep Talk|p1a: Dondozo |move|p1a: Dondozo|Curse|p1a: Dondozo|[from]move: Sleep Talk |-unboost|p1a: Dondozo|spe|1 |-boost|p1a: Dondozo|atk|1 |-boost|p1a: Dondozo|def|1 | |-heal|p1a: Dondozo|180/362 slp|[from] item: Leftovers |upkeep |turn|10 | |t:|1706173663 |switch|p1a: Bellibolt|Bellibolt, L84, F|155/320 |move|p2a: Flutter Mane|Moonblast|p1a: Bellibolt |-damage|p1a: Bellibolt|0 fnt |faint|p1a: Bellibolt | |upkeep | |t:|1706173671 |switch|p1a: Excadrill|Excadrill, L80, F|277/307 |-ability|p1a: Excadrill|Mold Breaker |turn|11 | |t:|1706173684 |-end|p2a: Flutter Mane|Protosynthesis|[silent] |switch|p2a: Mightyena|Mightyena, L95, M|252/287 |-damage|p2a: Mightyena|217/287|[from] Spikes |-ability|p2a: Mightyena|Intimidate|boost |-unboost|p1a: Excadrill|atk|1 |move|p1a: Excadrill|Swords Dance|p1a: Excadrill |-boost|p1a: Excadrill|atk|2 | |upkeep |turn|12 | |t:|1706173688 |move|p2a: Mightyena|Throat Chop|p1a: Excadrill |-damage|p1a: Excadrill|55/307 |-start|p1a: Excadrill|Throat Chop|[silent] |move|p1a: Excadrill|Earthquake|p2a: Mightyena |-damage|p2a: Mightyena|0 fnt |faint|p2a: Mightyena |-damage|p1a: Excadrill|25/307|[from] item: Life Orb | |upkeep | |t:|1706173692 |switch|p2a: Flutter Mane|Flutter Mane, L74|178/203 |-damage|p2a: Flutter Mane|153/203|[from] Spikes |turn|13 | |t:|1706173699 |move|p2a: Flutter Mane|Moonblast|p1a: Excadrill |-resisted|p1a: Excadrill |-damage|p1a: Excadrill|0 fnt |faint|p1a: Excadrill | |upkeep | |t:|1706173706 |switch|p1a: Wugtrio|Wugtrio, L91, M|212/212 |turn|14 | |t:|1706173713 |-end|p2a: Flutter Mane|Protosynthesis|[silent] |switch|p2a: Skeledirge|Skeledirge, L79, M|294/294 |move|p1a: Wugtrio|Liquidation|p2a: Skeledirge |-supereffective|p2a: Skeledirge |-damage|p2a: Skeledirge|0 fnt |faint|p2a: Skeledirge | |upkeep | |t:|1706173720 |switch|p2a: Falinks|Falinks, L85|249/249 |-damage|p2a: Falinks|218/249|[from] Spikes |turn|15 | |t:|1706173725 |move|p1a: Wugtrio|Liquidation|p2a: Falinks |-damage|p2a: Falinks|64/249 |-unboost|p2a: Falinks|def|1 |-ability|p2a: Falinks|Defiant|boost |-boost|p2a: Falinks|atk|2 |move|p2a: Falinks|No Retreat|p2a: Falinks |-boost|p2a: Falinks|atk|1 |-boost|p2a: Falinks|def|1 |-boost|p2a: Falinks|spa|1 |-boost|p2a: Falinks|spd|1 |-boost|p2a: Falinks|spe|1 |-start|p2a: Falinks|move: No Retreat | |upkeep |turn|16 | |t:|1706173733 |switch|p1a: Dondozo|Dondozo, L78, M|180/362 slp |move|p2a: Falinks|Close Combat|p1a: Dondozo |-damage|p1a: Dondozo|19/362 slp |-unboost|p2a: Falinks|def|1 |-unboost|p2a: Falinks|spd|1 |-damage|p2a: Falinks|40/249|[from] item: Life Orb | |-heal|p1a: Dondozo|41/362 slp|[from] item: Leftovers |upkeep |turn|17 | |t:|1706173742 |move|p2a: Falinks|Close Combat|p1a: Dondozo |-damage|p1a: Dondozo|0 fnt |-unboost|p2a: Falinks|def|1 |-unboost|p2a: Falinks|spd|1 |faint|p1a: Dondozo |-damage|p2a: Falinks|16/249|[from] item: Life Orb | |upkeep | |t:|1706173746 |switch|p1a: Wugtrio|Wugtrio, L91, M|212/212 |turn|18 | |t:|1706173752 |move|p1a: Wugtrio|Aqua Jet|p2a: Falinks |-damage|p2a: Falinks|0 fnt |faint|p2a: Falinks | |upkeep | |t:|1706173761 |switch|p2a: Eiscue|Eiscue, L87, M|272/272 |-damage|p2a: Eiscue|238/272|[from] Spikes |turn|19 | |t:|1706173791 |move|p1a: Wugtrio|Aqua Jet|p2a: Eiscue |-activate|p2a: Eiscue|ability: Ice Face |-damage|p2a: Eiscue|238/272 |detailschange|p2a: Eiscue|Eiscue-Noice, L87, M |move|p2a: Eiscue|Belly Drum|p2a: Eiscue |-damage|p2a: Eiscue|102/272 |-setboost|p2a: Eiscue|atk|6|[from] move: Belly Drum |-enditem|p2a: Eiscue|Sitrus Berry|[eat] |-heal|p2a: Eiscue|170/272|[from] item: Sitrus Berry | |upkeep |turn|20 | |t:|1706173803 |switch|p1a: Glalie|Glalie, L95, M|224/306 tox |move|p2a: Eiscue|Ice Spinner|p1a: Glalie |-resisted|p1a: Glalie |-damage|p1a: Glalie|89/306 tox | |-damage|p1a: Glalie|70/306 tox|[from] psn |upkeep |turn|21 | |t:|1706173809 |move|p2a: Eiscue|Ice Spinner|p1a: Glalie |-resisted|p1a: Glalie |-damage|p1a: Glalie|0 fnt |faint|p1a: Glalie | |upkeep | |t:|1706173824 |switch|p1a: Bellossom|Bellossom, L86, M|269/269 |turn|22 | |t:|1706173834 |-terastallize|p1a: Bellossom|Steel |move|p2a: Eiscue|Ice Spinner|p1a: Bellossom |-resisted|p1a: Bellossom |-damage|p1a: Bellossom|138/269 |move|p1a: Bellossom|Giga Drain|p2a: Eiscue |-crit|p2a: Eiscue |-damage|p2a: Eiscue|0 fnt |-heal|p1a: Bellossom|223/269|[from] drain|[of] p2a: Eiscue |faint|p2a: Eiscue | |-heal|p1a: Bellossom|239/269|[from] item: Leftovers |upkeep | |t:|1706173840 |switch|p2a: Flutter Mane|Flutter Mane, L74|153/203 |-damage|p2a: Flutter Mane|128/203|[from] Spikes |turn|23 | |t:|1706173849 |-terastallize|p2a: Flutter Mane|Electric |move|p2a: Flutter Mane|Thunderbolt|p1a: Bellossom |-damage|p1a: Bellossom|107/269 |move|p1a: Bellossom|Giga Drain|p2a: Flutter Mane |-damage|p2a: Flutter Mane|64/203 |-heal|p1a: Bellossom|139/269|[from] drain|[of] p2a: Flutter Mane | |-heal|p1a: Bellossom|155/269|[from] item: Leftovers |upkeep |turn|24 | |t:|1706173858 |move|p2a: Flutter Mane|Thunderbolt|p1a: Bellossom |-damage|p1a: Bellossom|26/269 |move|p1a: Bellossom|Giga Drain|p2a: Flutter Mane |-damage|p2a: Flutter Mane|4/203 |-heal|p1a: Bellossom|56/269|[from] drain|[of] p2a: Flutter Mane | |-heal|p1a: Bellossom|72/269|[from] item: Leftovers |upkeep |turn|25 | |t:|1706173863 |move|p2a: Flutter Mane|Thunderbolt|p1a: Bellossom |-damage|p1a: Bellossom|0 fnt |faint|p1a: Bellossom | |upkeep | |t:|1706173865 |switch|p1a: Wugtrio|Wugtrio, L91, M|212/212 |turn|26 | |t:|1706173867 |move|p1a: Wugtrio|Aqua Jet|p2a: Flutter Mane |-damage|p2a: Flutter Mane|0 fnt |faint|p2a: Flutter Mane |-end|p2a: Flutter Mane|Protosynthesis|[silent] | |win|Yusei1789 |raw|Yusei1789's rating: 2213 &rarr; <strong>2233</strong><br />(+20 for winning) |raw|RedDudeN64's rating: 2221 &rarr; <strong>2201</strong><br />(-20 for losing) |l|☆RedDudeN64 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\n\nHere is the impact of the player's glalie moves and the hp range that the move will do:\nspikes: 0 - 0\n\n\nHere is the impact of the opponent's mightyena moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is glalie. They had the following choices:\n0. /choose move spikes\n1. /choose switch dondozo\n2. /choose switch bellibolt\n3. /choose switch excadrill\n4. /choose switch wugtrio\n5. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move spikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\n\nHere is the impact of the player's dondozo moves and the hp range that the move will do:\ncurse: 0 - 0\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's lapras moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is dondozo. They had the following choices:\n0. /choose move curse\n1. /choose move rest\n2. /choose move sleeptalk\n3. /choose switch glalie\n4. /choose switch bellibolt\n5. /choose switch excadrill\n6. /choose switch wugtrio\n7. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose switch bellibolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\n\nHere is the impact of the player's excadrill moves and the hp range that the move will do:\nironhead: 31% - 37%\nswordsdance: 0 - 0\nearthquake: 38% - 46%\n\n\nHere is the impact of the opponent's lapras moves and the hp range that the move will do:\nfreezedry: 29% - 35%\nsparklingaria: 76% - 89%\n\n\nThe winner's active Pokemon is excadrill. They had the following choices:\n0. /choose move ironhead\n1. /choose move swordsdance\n2. /choose move earthquake\n3. /choose switch glalie\n4. /choose switch dondozo\n5. /choose switch bellibolt\n6. /choose switch wugtrio\n7. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move ironhead\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\n\nHere is the impact of the player's dondozo moves and the hp range that the move will do:\ncurse: 0 - 0\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's mightyena moves and the hp range that the move will do:\npoisonfang: 13% - 16%\nthroatchop: 33% - 39%\n\n\nThe winner's active Pokemon is dondozo. They had the following choices:\n0. /choose move curse\n1. /choose move rest\n2. /choose move sleeptalk\n3. /choose switch glalie\n4. /choose switch bellibolt\n5. /choose switch excadrill\n6. /choose switch wugtrio\n7. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move curse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\n\nHere is the impact of the player's dondozo moves and the hp range that the move will do:\ncurse: 0 - 0\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's fluttermane moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is dondozo. They had the following choices:\n0. /choose move curse\n1. /choose move rest\n2. /choose move sleeptalk\n3. /choose switch glalie\n4. /choose switch bellibolt\n5. /choose switch excadrill\n6. /choose switch wugtrio\n7. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move sleeptalk\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\n\nHere is the impact of the player's excadrill moves and the hp range that the move will do:\nironhead: 121% - 144%\nswordsdance: 0 - 0\nearthquake: 75% - 89%\n\n\nHere is the impact of the opponent's fluttermane moves and the hp range that the move will do:\nmoonblast: 23% - 27%\n\n\nThe winner's active Pokemon is excadrill. They had the following choices:\n0. /choose move ironhead\n1. /choose move swordsdance\n2. /choose move earthquake\n3. /choose switch glalie\n4. /choose switch dondozo\n5. /choose switch wugtrio\n6. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\n\nHere is the impact of the player's excadrill moves and the hp range that the move will do:\nironhead: 212% - 250%\nswordsdance: 0 - 0\nearthquake: 132% - 155%\n\n\nHere is the impact of the opponent's fluttermane moves and the hp range that the move will do:\nmoonblast: 256% - 304%\n\n\nThe winner's active Pokemon is excadrill. They had the following choices:\n0. /choose move ironhead\n1. /choose move swordsdance\n2. /choose move earthquake\n3. /choose switch glalie\n4. /choose switch dondozo\n5. /choose switch wugtrio\n6. /choose switch bellossom\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in wugtrio.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\n\nHere is the impact of the player's wugtrio moves and the hp range that the move will do:\nliquidation: 17% - 21%\naquajet: 8% - 10%\n\n\nHere is the impact of the opponent's falinks moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is wugtrio. They had the following choices:\n0. /choose move liquidation\n1. /choose move aquajet\n2. /choose switch glalie\n3. /choose switch dondozo\n4. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move liquidation\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\nturn 15\nmove p1a: Wugtrio Liquidation p2a: Falinks\n-damage p2a: Falinks 64/249\n-unboost p2a: Falinks def 1\n-ability p2a: Falinks Defiant boost\n-boost p2a: Falinks atk 2\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 16\nswitch p1a: Dondozo Dondozo, L78, M 180/362 slp\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 19/362 slp\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\n-damage p2a: Falinks 40/249 [from] item: Life Orb\n-heal p1a: Dondozo 41/362 slp [from] item: Leftovers\n\nHere is the impact of the player's dondozo moves and the hp range that the move will do:\ncurse: 0 - 0\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's falinks moves and the hp range that the move will do:\nnoretreat: 0 - 0\nclosecombat: 341% - 402%\n\n\nThe winner's active Pokemon is dondozo. They had the following choices:\n0. /choose move curse\n1. /choose move rest\n2. /choose move sleeptalk\n3. /choose switch glalie\n4. /choose switch wugtrio\n5. /choose switch bellossom\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in wugtrio.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\nturn 15\nmove p1a: Wugtrio Liquidation p2a: Falinks\n-damage p2a: Falinks 64/249\n-unboost p2a: Falinks def 1\n-ability p2a: Falinks Defiant boost\n-boost p2a: Falinks atk 2\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 16\nswitch p1a: Dondozo Dondozo, L78, M 180/362 slp\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 19/362 slp\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\n-damage p2a: Falinks 40/249 [from] item: Life Orb\n-heal p1a: Dondozo 41/362 slp [from] item: Leftovers\nturn 17\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 0 fnt\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\nfaint p1a: Dondozo\n-damage p2a: Falinks 16/249 [from] item: Life Orb\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 18\nmove p1a: Wugtrio Aqua Jet p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Eiscue Eiscue, L87, M 272/272\n-damage p2a: Eiscue 238/272 [from] Spikes\n\nHere is the impact of the player's wugtrio moves and the hp range that the move will do:\nliquidation: 13% - 15%\naquajet: 6% - 7%\n\n\nHere is the impact of the opponent's eiscue moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is wugtrio. They had the following choices:\n0. /choose move liquidation\n1. /choose move aquajet\n2. /choose switch glalie\n3. /choose switch bellossom\n\n\nThe winner chose to do the following:\n/choose move aquajet\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\nturn 15\nmove p1a: Wugtrio Liquidation p2a: Falinks\n-damage p2a: Falinks 64/249\n-unboost p2a: Falinks def 1\n-ability p2a: Falinks Defiant boost\n-boost p2a: Falinks atk 2\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 16\nswitch p1a: Dondozo Dondozo, L78, M 180/362 slp\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 19/362 slp\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\n-damage p2a: Falinks 40/249 [from] item: Life Orb\n-heal p1a: Dondozo 41/362 slp [from] item: Leftovers\nturn 17\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 0 fnt\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\nfaint p1a: Dondozo\n-damage p2a: Falinks 16/249 [from] item: Life Orb\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 18\nmove p1a: Wugtrio Aqua Jet p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Eiscue Eiscue, L87, M 272/272\n-damage p2a: Eiscue 238/272 [from] Spikes\nturn 19\nmove p1a: Wugtrio Aqua Jet p2a: Eiscue\n-activate p2a: Eiscue ability: Ice Face\n-damage p2a: Eiscue 238/272\ndetailschange p2a: Eiscue Eiscue-Noice, L87, M\nmove p2a: Eiscue Belly Drum p2a: Eiscue\n-damage p2a: Eiscue 102/272\n-setboost p2a: Eiscue atk 6 [from] move: Belly Drum\n-enditem p2a: Eiscue Sitrus Berry [eat]\n-heal p2a: Eiscue 170/272 [from] item: Sitrus Berry\nturn 20\nswitch p1a: Glalie Glalie, L95, M 224/306 tox\nmove p2a: Eiscue Ice Spinner p1a: Glalie\n-damage p1a: Glalie 89/306 tox\n-damage p1a: Glalie 70/306 tox [from] psn\n\nHere is the impact of the player's glalie moves and the hp range that the move will do:\nspikes: 0 - 0\n\n\nHere is the impact of the opponent's eiscue moves and the hp range that the move will do:\nbellydrum: 0 - 0\nicespinner: 192% - 227%\n\n\nThe winner's active Pokemon is glalie. They had the following choices:\n0. /choose move spikes\n1. /choose switch wugtrio\n2. /choose switch bellossom\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in bellossom.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\nturn 15\nmove p1a: Wugtrio Liquidation p2a: Falinks\n-damage p2a: Falinks 64/249\n-unboost p2a: Falinks def 1\n-ability p2a: Falinks Defiant boost\n-boost p2a: Falinks atk 2\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 16\nswitch p1a: Dondozo Dondozo, L78, M 180/362 slp\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 19/362 slp\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\n-damage p2a: Falinks 40/249 [from] item: Life Orb\n-heal p1a: Dondozo 41/362 slp [from] item: Leftovers\nturn 17\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 0 fnt\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\nfaint p1a: Dondozo\n-damage p2a: Falinks 16/249 [from] item: Life Orb\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 18\nmove p1a: Wugtrio Aqua Jet p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Eiscue Eiscue, L87, M 272/272\n-damage p2a: Eiscue 238/272 [from] Spikes\nturn 19\nmove p1a: Wugtrio Aqua Jet p2a: Eiscue\n-activate p2a: Eiscue ability: Ice Face\n-damage p2a: Eiscue 238/272\ndetailschange p2a: Eiscue Eiscue-Noice, L87, M\nmove p2a: Eiscue Belly Drum p2a: Eiscue\n-damage p2a: Eiscue 102/272\n-setboost p2a: Eiscue atk 6 [from] move: Belly Drum\n-enditem p2a: Eiscue Sitrus Berry [eat]\n-heal p2a: Eiscue 170/272 [from] item: Sitrus Berry\nturn 20\nswitch p1a: Glalie Glalie, L95, M 224/306 tox\nmove p2a: Eiscue Ice Spinner p1a: Glalie\n-damage p1a: Glalie 89/306 tox\n-damage p1a: Glalie 70/306 tox [from] psn\nturn 21\nmove p2a: Eiscue Ice Spinner p1a: Glalie\n-damage p1a: Glalie 0 fnt\nfaint p1a: Glalie\nswitch p1a: Bellossom Bellossom, L86, M 269/269\nturn 22\n-terastallize p1a: Bellossom Steel\nmove p2a: Eiscue Ice Spinner p1a: Bellossom\n-damage p1a: Bellossom 138/269\nmove p1a: Bellossom Giga Drain p2a: Eiscue\n-damage p2a: Eiscue 0 fnt\n-heal p1a: Bellossom 223/269 [from] drain [of] p2a: Eiscue\nfaint p2a: Eiscue\n-heal p1a: Bellossom 239/269 [from] item: Leftovers\nswitch p2a: Flutter Mane Flutter Mane, L74 153/203\n-damage p2a: Flutter Mane 128/203 [from] Spikes\n\nHere is the impact of the player's bellossom moves and the hp range that the move will do:\ngigadrain: 24% - 28%\n\n\nHere is the impact of the opponent's fluttermane moves and the hp range that the move will do:\nmoonblast: 17% - 20%\n\n\nThe winner's active Pokemon is bellossom. They had the following choices:\n0. /choose move gigadrain\n1. /choose switch wugtrio\n\n\nThe winner chose to do the following:\n/choose move gigadrain\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Glalie Glalie, L95, M 306/306\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-ability p2a: Mightyena Intimidate boost\nturn 1\nmove p1a: Glalie Spikes p2a: Mightyena\n-sidestart p2: RedDudeN64 Spikes\nmove p2a: Mightyena Poison Fang p1a: Glalie\n-damage p1a: Glalie 243/306\n-status p1a: Glalie tox\n-damage p1a: Glalie 224/306 tox [from] psn\nturn 2\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nswitch p2a: Lapras Lapras, L88, M 372/372\nturn 3\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nmove p2a: Lapras Freeze-Dry p1a: Bellibolt\n-damage p1a: Bellibolt 238/320\n-start p1a: Bellibolt Charge Freeze-Dry [from] ability: Electromorphosis\n-heal p1a: Bellibolt 258/320 [from] item: Leftovers\nturn 4\nmove p2a: Lapras Sparkling Aria p1a: Bellibolt\n-damage p1a: Bellibolt 155/320\n-start p1a: Bellibolt Charge Sparkling Aria [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Lapras\n-damage p2a: Lapras 90/372\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Excadrill Excadrill, L80, F 307/307 [from] Volt Switch\n-ability p1a: Excadrill Mold Breaker\nturn 5\nmove p1a: Excadrill Iron Head p2a: Lapras\n-damage p2a: Lapras 0 fnt\nfaint p2a: Lapras\n-damage p1a: Excadrill 277/307 [from] item: Life Orb\nswitch p2a: Mightyena Mightyena, L95, M 287/287\n-damage p2a: Mightyena 252/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nturn 6\nswitch p1a: Dondozo Dondozo, L78, M 362/362\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 223/362\n-start p1a: Dondozo Throat Chop [silent]\n-heal p1a: Dondozo 245/362 [from] item: Leftovers\nturn 7\nmove p2a: Mightyena Throat Chop p1a: Dondozo\n-damage p1a: Dondozo 118/362\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 140/362 [from] item: Leftovers\n-end p1a: Dondozo Throat Chop [silent]\nturn 8\nswitch p2a: Flutter Mane Flutter Mane, L74 203/203\n-damage p2a: Flutter Mane 178/203 [from] Spikes\nmove p1a: Dondozo Rest p1a: Dondozo\n-status p1a: Dondozo slp [from] move: Rest\n-heal p1a: Dondozo 362/362 slp [silent]\nturn 9\nmove p2a: Flutter Mane Moonblast p1a: Dondozo\n-damage p1a: Dondozo 158/362 slp\n-unboost p1a: Dondozo spa 1\ncant p1a: Dondozo slp\nmove p1a: Dondozo Sleep Talk p1a: Dondozo\nmove p1a: Dondozo Curse p1a: Dondozo\n-unboost p1a: Dondozo spe 1\n-boost p1a: Dondozo atk 1\n-boost p1a: Dondozo def 1\n-heal p1a: Dondozo 180/362 slp [from] item: Leftovers\nturn 10\nswitch p1a: Bellibolt Bellibolt, L84, F 155/320\nmove p2a: Flutter Mane Moonblast p1a: Bellibolt\n-damage p1a: Bellibolt 0 fnt\nfaint p1a: Bellibolt\nswitch p1a: Excadrill Excadrill, L80, F 277/307\n-ability p1a: Excadrill Mold Breaker\nturn 11\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Mightyena Mightyena, L95, M 252/287\n-damage p2a: Mightyena 217/287 [from] Spikes\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Excadrill atk 1\nmove p1a: Excadrill Swords Dance p1a: Excadrill\n-boost p1a: Excadrill atk 2\nturn 12\nmove p2a: Mightyena Throat Chop p1a: Excadrill\n-damage p1a: Excadrill 55/307\n-start p1a: Excadrill Throat Chop [silent]\nmove p1a: Excadrill Earthquake p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\n-damage p1a: Excadrill 25/307 [from] item: Life Orb\nswitch p2a: Flutter Mane Flutter Mane, L74 178/203\n-damage p2a: Flutter Mane 153/203 [from] Spikes\nturn 13\nmove p2a: Flutter Mane Moonblast p1a: Excadrill\n-damage p1a: Excadrill 0 fnt\nfaint p1a: Excadrill\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 14\n-end p2a: Flutter Mane Protosynthesis [silent]\nswitch p2a: Skeledirge Skeledirge, L79, M 294/294\nmove p1a: Wugtrio Liquidation p2a: Skeledirge\n-damage p2a: Skeledirge 0 fnt\nfaint p2a: Skeledirge\nswitch p2a: Falinks Falinks, L85 249/249\n-damage p2a: Falinks 218/249 [from] Spikes\nturn 15\nmove p1a: Wugtrio Liquidation p2a: Falinks\n-damage p2a: Falinks 64/249\n-unboost p2a: Falinks def 1\n-ability p2a: Falinks Defiant boost\n-boost p2a: Falinks atk 2\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 16\nswitch p1a: Dondozo Dondozo, L78, M 180/362 slp\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 19/362 slp\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\n-damage p2a: Falinks 40/249 [from] item: Life Orb\n-heal p1a: Dondozo 41/362 slp [from] item: Leftovers\nturn 17\nmove p2a: Falinks Close Combat p1a: Dondozo\n-damage p1a: Dondozo 0 fnt\n-unboost p2a: Falinks def 1\n-unboost p2a: Falinks spd 1\nfaint p1a: Dondozo\n-damage p2a: Falinks 16/249 [from] item: Life Orb\nswitch p1a: Wugtrio Wugtrio, L91, M 212/212\nturn 18\nmove p1a: Wugtrio Aqua Jet p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Eiscue Eiscue, L87, M 272/272\n-damage p2a: Eiscue 238/272 [from] Spikes\nturn 19\nmove p1a: Wugtrio Aqua Jet p2a: Eiscue\n-activate p2a: Eiscue ability: Ice Face\n-damage p2a: Eiscue 238/272\ndetailschange p2a: Eiscue Eiscue-Noice, L87, M\nmove p2a: Eiscue Belly Drum p2a: Eiscue\n-damage p2a: Eiscue 102/272\n-setboost p2a: Eiscue atk 6 [from] move: Belly Drum\n-enditem p2a: Eiscue Sitrus Berry [eat]\n-heal p2a: Eiscue 170/272 [from] item: Sitrus Berry\nturn 20\nswitch p1a: Glalie Glalie, L95, M 224/306 tox\nmove p2a: Eiscue Ice Spinner p1a: Glalie\n-damage p1a: Glalie 89/306 tox\n-damage p1a: Glalie 70/306 tox [from] psn\nturn 21\nmove p2a: Eiscue Ice Spinner p1a: Glalie\n-damage p1a: Glalie 0 fnt\nfaint p1a: Glalie\nswitch p1a: Bellossom Bellossom, L86, M 269/269\nturn 22\n-terastallize p1a: Bellossom Steel\nmove p2a: Eiscue Ice Spinner p1a: Bellossom\n-damage p1a: Bellossom 138/269\nmove p1a: Bellossom Giga Drain p2a: Eiscue\n-damage p2a: Eiscue 0 fnt\n-heal p1a: Bellossom 223/269 [from] drain [of] p2a: Eiscue\nfaint p2a: Eiscue\n-heal p1a: Bellossom 239/269 [from] item: Leftovers\nswitch p2a: Flutter Mane Flutter Mane, L74 153/203\n-damage p2a: Flutter Mane 128/203 [from] Spikes\nturn 23\n-terastallize p2a: Flutter Mane Electric\nmove p2a: Flutter Mane Thunderbolt p1a: Bellossom\n-damage p1a: Bellossom 107/269\nmove p1a: Bellossom Giga Drain p2a: Flutter Mane\n-damage p2a: Flutter Mane 64/203\n-heal p1a: Bellossom 139/269 [from] drain [of] p2a: Flutter Mane\n-heal p1a: Bellossom 155/269 [from] item: Leftovers\nturn 24\nmove p2a: Flutter Mane Thunderbolt p1a: Bellossom\n-damage p1a: Bellossom 26/269\nmove p1a: Bellossom Giga Drain p2a: Flutter Mane\n-damage p2a: Flutter Mane 4/203\n-heal p1a: Bellossom 56/269 [from] drain [of] p2a: Flutter Mane\n-heal p1a: Bellossom 72/269 [from] item: Leftovers\n\nHere is the impact of the player's bellossom moves and the hp range that the move will do:\ngigadrain: 771% - 917%\n\n\nHere is the impact of the opponent's fluttermane moves and the hp range that the move will do:\nmoonblast: 58% - 69%\nthunderbolt: 112% - 133%\n\n\nThe winner's active Pokemon is bellossom. They had the following choices:\n0. /choose move gigadrain\n1. /choose switch wugtrio\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in wugtrio.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,311
gen9randombattle-2042120450
2,201
|j|☆Dogebonk |j|☆Vitoran |t:|1706025368 |gametype|singles |player|p1|Dogebonk|170|2234 |player|p2|Vitoran|#rbtt7teamhoopaf|2220 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1706025368 |start |switch|p1a: Cloyster|Cloyster, L79, F|209/209 |switch|p2a: Falinks|Falinks, L85|249/249 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Vitoran) |c|☆Vitoran|glhf |inactive|Vitoran has 120 seconds left. | |t:|1706025427 |switch|p1a: Skeledirge|Skeledirge, L79, M, shiny|294/294 |move|p2a: Falinks|No Retreat|p2a: Falinks |-boost|p2a: Falinks|atk|1 |-boost|p2a: Falinks|def|1 |-boost|p2a: Falinks|spa|1 |-boost|p2a: Falinks|spd|1 |-boost|p2a: Falinks|spe|1 |-start|p2a: Falinks|move: No Retreat | |upkeep |turn|2 | |t:|1706025435 |move|p2a: Falinks|Knock Off|p1a: Skeledirge |-supereffective|p1a: Skeledirge |-damage|p1a: Skeledirge|117/294 |-enditem|p1a: Skeledirge|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Falinks |-damage|p2a: Falinks|225/249|[from] item: Life Orb |move|p1a: Skeledirge|Torch Song|p2a: Falinks |-damage|p2a: Falinks|110/249 |-boost|p1a: Skeledirge|spa|1 | |upkeep |turn|3 |c|☆Vitoran|oooh is that shiny? |c|☆Vitoran|cool | |t:|1706025448 |move|p2a: Falinks|Knock Off|p1a: Skeledirge |-supereffective|p1a: Skeledirge |-damage|p1a: Skeledirge|0 fnt |faint|p1a: Skeledirge |-damage|p2a: Falinks|86/249|[from] item: Life Orb | |upkeep | |t:|1706025460 |switch|p1a: Eternatus|Eternatus, L69|308/308 |-ability|p1a: Eternatus|Pressure |turn|4 | |t:|1706025472 |move|p2a: Falinks|Knock Off|p1a: Eternatus |-damage|p1a: Eternatus|146/308 |-enditem|p1a: Eternatus|Leftovers|[from] move: Knock Off|[of] p2a: Falinks |-damage|p2a: Falinks|62/249|[from] item: Life Orb |move|p1a: Eternatus|Dynamax Cannon|p2a: Falinks |-damage|p2a: Falinks|0 fnt |faint|p2a: Falinks | |upkeep | |t:|1706025484 |switch|p2a: Ursaring|Ursaring, L84, M|288/288 |turn|5 |inactive|Dogebonk has 120 seconds left. | |t:|1706025530 |move|p1a: Eternatus|Recover|p1a: Eternatus |-heal|p1a: Eternatus|300/308 |move|p2a: Ursaring|Body Slam|p1a: Eternatus |-damage|p1a: Eternatus|161/308 | |upkeep |turn|6 | |t:|1706025543 |move|p1a: Eternatus|Dynamax Cannon|p2a: Ursaring |-damage|p2a: Ursaring|209/288 |move|p2a: Ursaring|Body Slam|p1a: Eternatus |-damage|p1a: Eternatus|26/308 | |upkeep |turn|7 | |t:|1706025547 |move|p1a: Eternatus|Dynamax Cannon|p2a: Ursaring |-damage|p2a: Ursaring|128/288 |move|p2a: Ursaring|Body Slam|p1a: Eternatus |-damage|p1a: Eternatus|0 fnt |faint|p1a: Eternatus | |upkeep | |t:|1706025551 |switch|p1a: Palkia|Palkia-Origin, L72|249/249 |-ability|p1a: Palkia|Pressure |turn|8 | |t:|1706025568 |move|p1a: Palkia|Draco Meteor|p2a: Ursaring |-damage|p2a: Ursaring|0 fnt |-unboost|p1a: Palkia|spa|2 |faint|p2a: Ursaring | |upkeep | |t:|1706025579 |switch|p2a: Pincurchin|Pincurchin, L97, M|250/250 |-fieldstart|move: Electric Terrain|[from] ability: Electric Surge|[of] p2a: Pincurchin |turn|9 | |t:|1706025591 |switch|p1a: Cresselia|Cresselia, L80, F|323/323 |move|p2a: Pincurchin|Spikes|p1a: Cresselia |-sidestart|p1: Dogebonk|Spikes | |upkeep |turn|10 | |t:|1706025599 |switch|p2a: Mandibuzz|Mandibuzz, L84, F|322/322 |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |upkeep |turn|11 | |t:|1706025609 |-terastallize|p1a: Cresselia|Steel |move|p2a: Mandibuzz|Toxic|p1a: Cresselia |-immune|p1a: Cresselia |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |upkeep |turn|12 | |t:|1706025621 |switch|p2a: Porygon2|Porygon2, L84|280/280 |-ability|p2a: Porygon2|Download|boost |-boost|p2a: Porygon2|atk|1 |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |upkeep |turn|13 | |t:|1706025637 |move|p1a: Cresselia|Psyshock|p2a: Porygon2 |-damage|p2a: Porygon2|169/280 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-crit|p1a: Cresselia |-damage|p1a: Cresselia|230/323 |-status|p1a: Cresselia|par | |-heal|p1a: Cresselia|250/323 par|[from] item: Leftovers |-fieldend|move: Electric Terrain |upkeep |turn|14 | |t:|1706025657 |switch|p2a: Leafeon|Leafeon, L88, M|258/258 |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |-heal|p1a: Cresselia|270/323 par|[from] item: Leftovers |upkeep |turn|15 | |t:|1706025662 |move|p2a: Leafeon|Swords Dance|p2a: Leafeon |-boost|p2a: Leafeon|atk|2 |move|p1a: Cresselia|Psyshock|p2a: Leafeon |-damage|p2a: Leafeon|126/258 | |-heal|p1a: Cresselia|290/323 par|[from] item: Leftovers |upkeep |turn|16 | |t:|1706025668 |move|p2a: Leafeon|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|103/323 par |-enditem|p1a: Cresselia|Leftovers|[from] move: Knock Off|[of] p2a: Leafeon |-damage|p2a: Leafeon|101/258|[from] item: Life Orb |move|p1a: Cresselia|Psyshock|p2a: Leafeon |-crit|p2a: Leafeon |-damage|p2a: Leafeon|0 fnt |faint|p2a: Leafeon | |upkeep | |t:|1706025693 |switch|p2a: Mandibuzz|Mandibuzz, L84, F|322/322 |turn|17 |c|☆Vitoran|ok i deserve a full para |c|☆Vitoran|for this mu |c|☆Vitoran|cant we get it | |t:|1706025712 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|60/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|221/323 par | |upkeep |turn|18 | |t:|1706025725 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|172/323 par |cant|p1a: Cresselia|par | |upkeep |turn|19 | |t:|1706025728 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|126/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|287/323 par | |upkeep |turn|20 | |t:|1706025733 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|244/323 par |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |upkeep |turn|21 | |t:|1706025735 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-crit|p1a: Cresselia |-damage|p1a: Cresselia|174/323 par |cant|p1a: Cresselia|par | |upkeep |turn|22 | |t:|1706025753 |-terastallize|p2a: Mandibuzz|Steel |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|126/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|287/323 par | |upkeep |turn|23 | |t:|1706025757 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|242/323 par |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |upkeep |turn|24 | |t:|1706025763 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|194/323 par |cant|p1a: Cresselia|par | |upkeep |turn|25 | |t:|1706025767 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|151/323 par |cant|p1a: Cresselia|par | |upkeep |turn|26 | |t:|1706025770 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|102/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|263/323 par | |upkeep |turn|27 | |t:|1706025772 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|217/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|206/322 | |upkeep |turn|28 | |t:|1706025779 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|169/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|86/322 | |upkeep |turn|29 | |t:|1706025782 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|247/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|133/322 | |upkeep |turn|30 | |t:|1706025788 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|121/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|282/323 par | |upkeep |turn|31 | |t:|1706025792 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|294/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-crit|p2a: Mandibuzz |-damage|p2a: Mandibuzz|126/322 | |upkeep |turn|32 | |t:|1706025795 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|287/322 |cant|p1a: Cresselia|par | |upkeep |turn|33 | |t:|1706025797 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|237/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|175/322 | |upkeep |turn|34 | |t:|1706025802 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|186/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|55/322 | |upkeep |turn|35 | |t:|1706025806 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|216/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|110/322 | |upkeep |turn|36 | |t:|1706025809 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|271/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|153/322 | |upkeep |turn|37 | |t:|1706025813 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|314/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|197/322 | |upkeep |turn|38 | |t:|1706025821 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|141/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|302/323 par | |upkeep |turn|39 | |t:|1706025826 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|254/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|95/322 | |upkeep |turn|40 | |t:|1706025830 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|256/322 |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|150/322 | |upkeep |turn|41 | |t:|1706025838 |move|p2a: Mandibuzz|Roost|p2a: Mandibuzz |-heal|p2a: Mandibuzz|311/322 |cant|p1a: Cresselia|par | |upkeep |turn|42 | |t:|1706025843 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|211/323 par |move|p1a: Cresselia|Moonblast|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|210/322 | |upkeep |turn|43 | |t:|1706025869 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|165/323 par |move|p1a: Cresselia|Moonblast|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|116/322 | |upkeep |turn|44 | |t:|1706025888 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|117/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|278/323 par | |upkeep |turn|45 |inactive|Vitoran has 120 seconds left. | |t:|1706025922 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|230/323 par |move|p1a: Cresselia|Moonblast|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|21/322 |-unboost|p2a: Mandibuzz|spa|1 | |upkeep |turn|46 | |t:|1706025932 |move|p2a: Mandibuzz|Knock Off|p1a: Cresselia |-damage|p1a: Cresselia|184/323 par |move|p1a: Cresselia|Psyshock|p2a: Mandibuzz |-resisted|p2a: Mandibuzz |-damage|p2a: Mandibuzz|0 fnt |faint|p2a: Mandibuzz | |upkeep |inactive|Vitoran has 120 seconds left. | |t:|1706025947 |switch|p2a: Porygon2|Porygon2, L84|169/280 |-ability|p2a: Porygon2|Download|boost |-boost|p2a: Porygon2|atk|1 |turn|47 | |t:|1706025951 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|171/323 par |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|323/323 par | |upkeep |turn|48 | |t:|1706025961 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|310/323 par |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|40/280 | |upkeep |turn|49 | |t:|1706025964 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|180/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|55/280 | |upkeep |turn|50 | |t:|1706025968 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|195/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|72/280 | |upkeep |turn|51 | |t:|1706025971 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|212/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|82/280 |-unboost|p2a: Porygon2|spa|1 | |upkeep |turn|52 | |t:|1706025974 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|222/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|103/280 |-unboost|p2a: Porygon2|spa|1 | |upkeep |turn|53 | |t:|1706025978 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|243/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|123/280 |-unboost|p2a: Porygon2|spa|1 | |upkeep |turn|54 | |t:|1706025981 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|263/280 |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|127/280 | |upkeep |turn|55 | |t:|1706025987 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|267/280 |cant|p1a: Cresselia|par | |upkeep |turn|56 | |t:|1706025991 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|304/323 par |cant|p1a: Cresselia|par | |upkeep |turn|57 | |t:|1706025995 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|298/323 par |move|p1a: Cresselia|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|148/280 | |upkeep |turn|58 | |t:|1706025998 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|292/323 par |cant|p1a: Cresselia|par | |upkeep |turn|59 | |t:|1706026002 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|286/323 par |cant|p1a: Cresselia|par | |upkeep |turn|60 | |t:|1706026005 |move|p2a: Porygon2|Discharge|p1a: Cresselia |-damage|p1a: Cresselia|280/323 par |move|p1a: Cresselia|Psyshock|p2a: Porygon2 |-damage|p2a: Porygon2|0 fnt |faint|p2a: Porygon2 | |upkeep | |t:|1706026011 |switch|p2a: Pincurchin|Pincurchin, L97, M|250/250 |-fieldstart|move: Electric Terrain|[from] ability: Electric Surge|[of] p2a: Pincurchin |turn|61 | |t:|1706026014 |move|p1a: Cresselia|Moonblast|p2a: Pincurchin |-damage|p2a: Pincurchin|66/250 |move|p2a: Pincurchin|Thunderbolt|p1a: Cresselia |-damage|p1a: Cresselia|249/323 par | |-heal|p2a: Pincurchin|81/250|[from] item: Leftovers |upkeep |turn|62 | |t:|1706026017 |move|p1a: Cresselia|Moonblast|p2a: Pincurchin |-damage|p2a: Pincurchin|0 fnt |faint|p2a: Pincurchin | |win|Dogebonk |raw|Dogebonk's rating: 2234 &rarr; <strong>2253</strong><br />(+19 for winning) |raw|Vitoran's rating: 2220 &rarr; <strong>2201</strong><br />(-19 for losing) |c|☆Vitoran|gg
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\n\nHere is the impact of the player's cloyster moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's falinks moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cloyster. They had the following choices:\n0. /choose switch skeledirge\n1. /choose switch eternatus\n2. /choose switch palkiaorigin\n3. /choose switch cresselia\n\n\nThe winner chose to do the following:\n/choose switch skeledirge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\n\nHere is the impact of the player's skeledirge moves and the hp range that the move will do:\ntorchsong: 40% - 48%\n\n\nHere is the impact of the opponent's falinks moves and the hp range that the move will do:\nnoretreat: 0 - 0\nknockoff: 144% - 170%\n\n\nThe winner's active Pokemon is skeledirge. They had the following choices:\n0. /choose move torchsong\n1. /choose switch cloyster\n2. /choose switch eternatus\n3. /choose switch palkiaorigin\n4. /choose switch cresselia\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in eternatus.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\ndynamaxcannon: 13% - 16%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's ursaring moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move dynamaxcannon\n1. /choose move recover\n2. /choose switch cloyster\n3. /choose switch palkiaorigin\n4. /choose switch cresselia\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\ndynamaxcannon: 19% - 22%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's ursaring moves and the hp range that the move will do:\nbodyslam: 465% - 553%\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move dynamaxcannon\n1. /choose move recover\n2. /choose switch cloyster\n3. /choose switch palkiaorigin\n4. /choose switch cresselia\n\n\nThe winner chose to do the following:\n/choose move dynamaxcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\nturn 7\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 128/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\nswitch p1a: Palkia Palkia-Origin, L72 249/249\n-ability p1a: Palkia Pressure\nturn 8\nmove p1a: Palkia Draco Meteor p2a: Ursaring\n-damage p2a: Ursaring 0 fnt\n-unboost p1a: Palkia spa 2\nfaint p2a: Ursaring\nswitch p2a: Pincurchin Pincurchin, L97, M 250/250\n-fieldstart move: Electric Terrain [from] ability: Electric Surge [of] p2a: Pincurchin\n\nHere is the impact of the player's palkiaorigin moves and the hp range that the move will do:\ndracometeor: 10% - 12%\n\n\nHere is the impact of the opponent's pincurchin moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is palkiaorigin. They had the following choices:\n0. /choose move dracometeor\n1. /choose switch cloyster\n2. /choose switch cresselia\n\n\nThe winner chose to do the following:\n/choose switch cresselia\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\nturn 7\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 128/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\nswitch p1a: Palkia Palkia-Origin, L72 249/249\n-ability p1a: Palkia Pressure\nturn 8\nmove p1a: Palkia Draco Meteor p2a: Ursaring\n-damage p2a: Ursaring 0 fnt\n-unboost p1a: Palkia spa 2\nfaint p2a: Ursaring\nswitch p2a: Pincurchin Pincurchin, L97, M 250/250\n-fieldstart move: Electric Terrain [from] ability: Electric Surge [of] p2a: Pincurchin\nturn 9\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nmove p2a: Pincurchin Spikes p1a: Cresselia\n-sidestart p1: Dogebonk Spikes\nturn 10\nswitch p2a: Mandibuzz Mandibuzz, L84, F 322/322\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n\nHere is the impact of the player's cresselia moves and the hp range that the move will do:\ncalmmind: 0 - 0\npsyshock: 0 - 0\nmoonlight: 0 - 0\nmoonblast: 13% - 15%\n\n\nHere is the impact of the opponent's mandibuzz moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cresselia. They had the following choices:\n0. /choose move calmmind\n1. /choose move psyshock\n2. /choose move moonlight\n3. /choose move moonblast\n4. /choose move calmmind terastallize\n5. /choose move psyshock terastallize\n6. /choose move moonlight terastallize\n7. /choose move moonblast terastallize\n8. /choose switch cloyster\n9. /choose switch palkiaorigin\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\nturn 7\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 128/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\nswitch p1a: Palkia Palkia-Origin, L72 249/249\n-ability p1a: Palkia Pressure\nturn 8\nmove p1a: Palkia Draco Meteor p2a: Ursaring\n-damage p2a: Ursaring 0 fnt\n-unboost p1a: Palkia spa 2\nfaint p2a: Ursaring\nswitch p2a: Pincurchin Pincurchin, L97, M 250/250\n-fieldstart move: Electric Terrain [from] ability: Electric Surge [of] p2a: Pincurchin\nturn 9\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nmove p2a: Pincurchin Spikes p1a: Cresselia\n-sidestart p1: Dogebonk Spikes\nturn 10\nswitch p2a: Mandibuzz Mandibuzz, L84, F 322/322\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 11\n-terastallize p1a: Cresselia Steel\nmove p2a: Mandibuzz Toxic p1a: Cresselia\n-immune p1a: Cresselia\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 12\nswitch p2a: Porygon2 Porygon2, L84 280/280\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 atk 1\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n\nHere is the impact of the player's cresselia moves and the hp range that the move will do:\ncalmmind: 0 - 0\npsyshock: 19% - 23%\nmoonlight: 0 - 0\nmoonblast: 14% - 17%\n\n\nHere is the impact of the opponent's porygon2 moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cresselia. They had the following choices:\n0. /choose move calmmind\n1. /choose move psyshock\n2. /choose move moonlight\n3. /choose move moonblast\n4. /choose switch cloyster\n5. /choose switch palkiaorigin\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\nturn 7\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 128/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\nswitch p1a: Palkia Palkia-Origin, L72 249/249\n-ability p1a: Palkia Pressure\nturn 8\nmove p1a: Palkia Draco Meteor p2a: Ursaring\n-damage p2a: Ursaring 0 fnt\n-unboost p1a: Palkia spa 2\nfaint p2a: Ursaring\nswitch p2a: Pincurchin Pincurchin, L97, M 250/250\n-fieldstart move: Electric Terrain [from] ability: Electric Surge [of] p2a: Pincurchin\nturn 9\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nmove p2a: Pincurchin Spikes p1a: Cresselia\n-sidestart p1: Dogebonk Spikes\nturn 10\nswitch p2a: Mandibuzz Mandibuzz, L84, F 322/322\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 11\n-terastallize p1a: Cresselia Steel\nmove p2a: Mandibuzz Toxic p1a: Cresselia\n-immune p1a: Cresselia\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 12\nswitch p2a: Porygon2 Porygon2, L84 280/280\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 atk 1\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 13\nmove p1a: Cresselia Psyshock p2a: Porygon2\n-damage p2a: Porygon2 169/280\nmove p2a: Porygon2 Discharge p1a: Cresselia\n-damage p1a: Cresselia 230/323\n-status p1a: Cresselia par\n-heal p1a: Cresselia 250/323 par [from] item: Leftovers\n-fieldend move: Electric Terrain\nturn 14\nswitch p2a: Leafeon Leafeon, L88, M 258/258\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n-heal p1a: Cresselia 270/323 par [from] item: Leftovers\n\nHere is the impact of the player's cresselia moves and the hp range that the move will do:\ncalmmind: 0 - 0\npsyshock: 19% - 23%\nmoonlight: 0 - 0\nmoonblast: 27% - 32%\n\n\nHere is the impact of the opponent's leafeon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cresselia. They had the following choices:\n0. /choose move calmmind\n1. /choose move psyshock\n2. /choose move moonlight\n3. /choose move moonblast\n4. /choose switch cloyster\n5. /choose switch palkiaorigin\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nswitch p2a: Falinks Falinks, L85 249/249\nturn 1\nswitch p1a: Skeledirge Skeledirge, L79, M, shiny 294/294\nmove p2a: Falinks No Retreat p2a: Falinks\n-boost p2a: Falinks atk 1\n-boost p2a: Falinks def 1\n-boost p2a: Falinks spa 1\n-boost p2a: Falinks spd 1\n-boost p2a: Falinks spe 1\n-start p2a: Falinks move: No Retreat\nturn 2\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 117/294\n-enditem p1a: Skeledirge Heavy-Duty Boots [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 225/249 [from] item: Life Orb\nmove p1a: Skeledirge Torch Song p2a: Falinks\n-damage p2a: Falinks 110/249\n-boost p1a: Skeledirge spa 1\nturn 3\nmove p2a: Falinks Knock Off p1a: Skeledirge\n-damage p1a: Skeledirge 0 fnt\nfaint p1a: Skeledirge\n-damage p2a: Falinks 86/249 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nturn 4\nmove p2a: Falinks Knock Off p1a: Eternatus\n-damage p1a: Eternatus 146/308\n-enditem p1a: Eternatus Leftovers [from] move: Knock Off [of] p2a: Falinks\n-damage p2a: Falinks 62/249 [from] item: Life Orb\nmove p1a: Eternatus Dynamax Cannon p2a: Falinks\n-damage p2a: Falinks 0 fnt\nfaint p2a: Falinks\nswitch p2a: Ursaring Ursaring, L84, M 288/288\nturn 5\nmove p1a: Eternatus Recover p1a: Eternatus\n-heal p1a: Eternatus 300/308\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 161/308\nturn 6\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 209/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 26/308\nturn 7\nmove p1a: Eternatus Dynamax Cannon p2a: Ursaring\n-damage p2a: Ursaring 128/288\nmove p2a: Ursaring Body Slam p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\nswitch p1a: Palkia Palkia-Origin, L72 249/249\n-ability p1a: Palkia Pressure\nturn 8\nmove p1a: Palkia Draco Meteor p2a: Ursaring\n-damage p2a: Ursaring 0 fnt\n-unboost p1a: Palkia spa 2\nfaint p2a: Ursaring\nswitch p2a: Pincurchin Pincurchin, L97, M 250/250\n-fieldstart move: Electric Terrain [from] ability: Electric Surge [of] p2a: Pincurchin\nturn 9\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nmove p2a: Pincurchin Spikes p1a: Cresselia\n-sidestart p1: Dogebonk Spikes\nturn 10\nswitch p2a: Mandibuzz Mandibuzz, L84, F 322/322\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 11\n-terastallize p1a: Cresselia Steel\nmove p2a: Mandibuzz Toxic p1a: Cresselia\n-immune p1a: Cresselia\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 12\nswitch p2a: Porygon2 Porygon2, L84 280/280\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 atk 1\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\nturn 13\nmove p1a: Cresselia Psyshock p2a: Porygon2\n-damage p2a: Porygon2 169/280\nmove p2a: Porygon2 Discharge p1a: Cresselia\n-damage p1a: Cresselia 230/323\n-status p1a: Cresselia par\n-heal p1a: Cresselia 250/323 par [from] item: Leftovers\n-fieldend move: Electric Terrain\nturn 14\nswitch p2a: Leafeon Leafeon, L88, M 258/258\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n-heal p1a: Cresselia 270/323 par [from] item: Leftovers\nturn 15\nmove p2a: Leafeon Swords Dance p2a: Leafeon\n-boost p2a: Leafeon atk 2\nmove p1a: Cresselia Psyshock p2a: Leafeon\n-damage p2a: Leafeon 126/258\n-heal p1a: Cresselia 290/323 par [from] item: Leftovers\nturn 16\nmove p2a: Leafeon Knock Off p1a: Cresselia\n-damage p1a: Cresselia 103/323 par\n-enditem p1a: Cresselia Leftovers [from] move: Knock Off [of] p2a: Leafeon\n-damage p2a: Leafeon 101/258 [from] item: Life Orb\nmove p1a: Cresselia Psyshock p2a: Leafeon\n-damage p2a: Leafeon 0 fnt\nfaint p2a: Leafeon\nswitch p2a: Mandibuzz Mandibuzz, L84, F 322/322\n\nHere is the impact of the player's cresselia moves and the hp range that the move will do:\ncalmmind: 0 - 0\npsyshock: 0 - 0\nmoonlight: 0 - 0\nmoonblast: 26% - 31%\n\n\nHere is the impact of the opponent's mandibuzz moves and the hp range that the move will do:\ntoxic: 0 - 0\n\n\nThe winner's active Pokemon is cresselia. They had the following choices:\n0. /choose move calmmind\n1. /choose move psyshock\n2. /choose move moonlight\n3. /choose move moonblast\n4. /choose switch cloyster\n5. /choose switch palkiaorigin\n\n\nThe winner chose to do the following:\n/choose move moonlight\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,312
gen9randombattle-2024597032
2,201
|j|☆Dj2904 |j|☆DrogbatoDC |t:|1704122340 |gametype|singles |player|p1|Dj2904|pokefan-gen4|2201 |player|p2|DrogbatoDC|backers|2222 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1704122340 |start |switch|p1a: Hydrapple|Hydrapple, L82, F|308/308 |switch|p2a: Jirachi|Jirachi, L80|291/291 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Dj2904) | |t:|1704122378 |move|p2a: Jirachi|Body Slam|p1a: Hydrapple |-damage|p1a: Hydrapple|263/308 |-status|p1a: Hydrapple|par |move|p1a: Hydrapple|Earth Power|p2a: Jirachi |-supereffective|p2a: Jirachi |-damage|p2a: Jirachi|149/291 | |-heal|p2a: Jirachi|167/291|[from] item: Leftovers |upkeep |turn|2 | |t:|1704122389 |switch|p2a: Chansey|Chansey, L85, F|564/564 |cant|p1a: Hydrapple|par | |upkeep |turn|3 | |t:|1704122393 |switch|p1a: Ariados|Ariados, L92, M|278/278 |move|p2a: Chansey|Stealth Rock|p1a: Ariados |-sidestart|p1: Dj2904|move: Stealth Rock | |upkeep |turn|4 | |t:|1704122406 |move|p2a: Chansey|Thunder Wave|p1a: Ariados |-status|p1a: Ariados|par |cant|p1a: Ariados|par | |upkeep |turn|5 | |t:|1704122423 |switch|p2a: Typhlosion|Typhlosion-Hisui, L83, M|257/257 |-item|p1a: Ariados|Heavy-Duty Boots|[from] ability: Frisk|[of] p2a: Typhlosion|[identify] |move|p1a: Ariados|Sticky Web|p2a: Typhlosion |-sidestart|p2: DrogbatoDC|move: Sticky Web | |upkeep |turn|6 | |t:|1704122432 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 |-damage|p1a: Alomomola|376/429|[from] Stealth Rock |move|p2a: Typhlosion|Calm Mind|p2a: Typhlosion |-boost|p2a: Typhlosion|spa|1 |-boost|p2a: Typhlosion|spd|1 | |-heal|p1a: Alomomola|402/429|[from] item: Leftovers |upkeep |turn|7 | |t:|1704122438 |move|p2a: Typhlosion|Will-O-Wisp|p1a: Alomomola |-status|p1a: Alomomola|brn |move|p1a: Alomomola|Flip Turn|p2a: Typhlosion |-supereffective|p2a: Typhlosion |-damage|p2a: Typhlosion|190/257 | |t:|1704122447 |switch|p1a: Entei|Entei, L80|315/315|[from] Flip Turn |-damage|p1a: Entei|237/315|[from] Stealth Rock | |upkeep |turn|8 |inactive|DrogbatoDC has 120 seconds left. | |t:|1704122481 |switch|p2a: Hariyama|Hariyama, L87, F|392/392 |-activate|p2a: Hariyama|move: Sticky Web |-unboost|p2a: Hariyama|spe|1 |move|p1a: Entei|Stomping Tantrum|p2a: Hariyama |-damage|p2a: Hariyama|281/392 | |-status|p2a: Hariyama|brn|[from] item: Flame Orb |upkeep |turn|9 | |t:|1704122497 |switch|p1a: Ariados|Ariados, L92, M|278/278 par |move|p2a: Hariyama|Knock Off|p1a: Ariados |-damage|p1a: Ariados|146/278 par |-enditem|p1a: Ariados|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Hariyama | |-damage|p2a: Hariyama|257/392 brn|[from] brn |upkeep |turn|10 |inactive|DrogbatoDC has 120 seconds left. | |t:|1704122513 |move|p2a: Hariyama|Facade|p1a: Ariados |-damage|p1a: Ariados|0 fnt |faint|p1a: Ariados | |-damage|p2a: Hariyama|233/392 brn|[from] brn |upkeep | |t:|1704122526 |switch|p1a: Entei|Entei, L80|237/315 |-damage|p1a: Entei|159/315|[from] Stealth Rock |turn|11 | |t:|1704122533 |move|p1a: Entei|Flare Blitz|p2a: Hariyama |-damage|p2a: Hariyama|0 fnt |faint|p2a: Hariyama |-damage|p1a: Entei|82/315|[from] Recoil | |upkeep | |t:|1704122538 |switch|p2a: Typhlosion|Typhlosion-Hisui, L83, M|190/257 |-item|p1a: Entei|Choice Band|[from] ability: Frisk|[of] p2a: Typhlosion|[identify] |turn|12 | |t:|1704122543 |move|p1a: Entei|Flare Blitz|p2a: Typhlosion |-resisted|p2a: Typhlosion |-damage|p2a: Typhlosion|85/257 |-damage|p1a: Entei|47/315|[from] Recoil |move|p2a: Typhlosion|Shadow Ball|p1a: Entei |-damage|p1a: Entei|0 fnt |faint|p1a: Entei | |upkeep | |t:|1704122546 |switch|p1a: Scrafty|Scrafty, L85, M|249/249 |-damage|p1a: Scrafty|234/249|[from] Stealth Rock |turn|13 | |t:|1704122561 |move|p2a: Typhlosion|Fire Blast|p1a: Scrafty |-crit|p1a: Scrafty |-damage|p1a: Scrafty|74/249 |move|p1a: Scrafty|Dragon Dance|p1a: Scrafty |-boost|p1a: Scrafty|atk|1 |-boost|p1a: Scrafty|spe|1 | |upkeep |turn|14 | |t:|1704122580 |move|p1a: Scrafty|Knock Off|p2a: Typhlosion |-supereffective|p2a: Typhlosion |-damage|p2a: Typhlosion|0 fnt |-enditem|p2a: Typhlosion|Heavy-Duty Boots|[from] move: Knock Off|[of] p1a: Scrafty |faint|p2a: Typhlosion |-ability|p1a: Scrafty|Moxie|boost |-boost|p1a: Scrafty|atk|1 |-damage|p1a: Scrafty|50/249|[from] item: Life Orb | |upkeep | |t:|1704122585 |switch|p2a: Zamazenta|Zamazenta-Crowned, L69|241/241 |-activate|p2a: Zamazenta|move: Sticky Web |-unboost|p2a: Zamazenta|spe|1 |-ability|p2a: Zamazenta|Dauntless Shield|boost |-boost|p2a: Zamazenta|def|1 |turn|15 | |t:|1704122588 |-terastallize|p2a: Zamazenta|Fighting |move|p1a: Scrafty|Close Combat|p2a: Zamazenta |-damage|p2a: Zamazenta|73/241 |-unboost|p1a: Scrafty|def|1 |-unboost|p1a: Scrafty|spd|1 |-damage|p1a: Scrafty|26/249|[from] item: Life Orb |move|p2a: Zamazenta|Body Press|p1a: Scrafty |-supereffective|p1a: Scrafty |-damage|p1a: Scrafty|0 fnt |faint|p1a: Scrafty | |upkeep | |t:|1704122591 |switch|p1a: Pecharunt|Pecharunt, L80|272/272 |-damage|p1a: Pecharunt|238/272|[from] Stealth Rock |turn|16 | |t:|1704122616 |move|p1a: Pecharunt|Nasty Plot|p1a: Pecharunt |-boost|p1a: Pecharunt|spa|2 |move|p2a: Zamazenta|Behemoth Bash|p1a: Pecharunt |-damage|p1a: Pecharunt|178/272 | |-heal|p1a: Pecharunt|195/272|[from] item: Leftovers |upkeep |turn|17 | |t:|1704122624 |switch|p2a: Chansey|Chansey, L85, F|564/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Pecharunt|Malignant Chain|p2a: Chansey |-damage|p2a: Chansey|456/564 | |-heal|p1a: Pecharunt|212/272|[from] item: Leftovers |upkeep |turn|18 | |t:|1704122629 |move|p1a: Pecharunt|Malignant Chain|p2a: Chansey |-damage|p2a: Chansey|357/564 |-status|p2a: Chansey|tox |-start|p2a: Chansey|confusion|[from] ability: Poison Puppeteer|[of] p1a: Pecharunt |-activate|p2a: Chansey|confusion |-damage|p2a: Chansey|350/564 tox|[from] confusion | |-heal|p1a: Pecharunt|229/272|[from] item: Leftovers |-damage|p2a: Chansey|315/564 tox|[from] psn |upkeep |turn|19 | |t:|1704122638 |-curestatus|p2a: Chansey|tox|[from] ability: Natural Cure |switch|p2a: Zamazenta|Zamazenta-Crowned, L69, tera:Fighting|73/241 |-activate|p2a: Zamazenta|move: Sticky Web |-unboost|p2a: Zamazenta|spe|1 |move|p1a: Pecharunt|Nasty Plot|p1a: Pecharunt |-boost|p1a: Pecharunt|spa|2 | |-heal|p1a: Pecharunt|246/272|[from] item: Leftovers |upkeep |turn|20 | |t:|1704122649 |move|p1a: Pecharunt|Malignant Chain|p2a: Zamazenta |-crit|p2a: Zamazenta |-damage|p2a: Zamazenta|0 fnt |faint|p2a: Zamazenta | |-heal|p1a: Pecharunt|263/272|[from] item: Leftovers |upkeep | |t:|1704122651 |switch|p2a: Chansey|Chansey, L85, F|315/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |turn|21 | |t:|1704122655 |move|p1a: Pecharunt|Malignant Chain|p2a: Chansey |-damage|p2a: Chansey|164/564 |move|p2a: Chansey|Thunder Wave|p1a: Pecharunt|[miss] |-miss|p2a: Chansey|p1a: Pecharunt | |-heal|p1a: Pecharunt|272/272|[from] item: Leftovers |upkeep |turn|22 | |t:|1704122660 |move|p1a: Pecharunt|Malignant Chain|p2a: Chansey |-damage|p2a: Chansey|1/564 |move|p2a: Chansey|Thunder Wave|p1a: Pecharunt |-status|p1a: Pecharunt|par | |upkeep |turn|23 | |t:|1704122672 |cant|p1a: Pecharunt|par |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|283/564 | |upkeep |turn|24 | |t:|1704122681 |move|p1a: Pecharunt|Malignant Chain|p2a: Chansey |-damage|p2a: Chansey|115/564 |-status|p2a: Chansey|tox |-start|p2a: Chansey|confusion|[from] ability: Poison Puppeteer|[of] p1a: Pecharunt |-activate|p2a: Chansey|confusion |-damage|p2a: Chansey|108/564 tox|[from] confusion | |-damage|p2a: Chansey|73/564 tox|[from] psn |upkeep |turn|25 | |t:|1704122693 |move|p1a: Pecharunt|Shadow Ball|p2a: Chansey |-immune|p2a: Chansey |-activate|p2a: Chansey|confusion |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|355/564 tox | |-damage|p2a: Chansey|285/564 tox|[from] psn |upkeep |turn|26 | |t:|1704122698 |move|p1a: Pecharunt|Shadow Ball|p2a: Chansey |-immune|p2a: Chansey |-activate|p2a: Chansey|confusion |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|564/564 tox | |-damage|p2a: Chansey|459/564 tox|[from] psn |upkeep |turn|27 | |t:|1704122720 |cant|p1a: Pecharunt|par |-activate|p2a: Chansey|confusion |move|p2a: Chansey|Stealth Rock||[still] |-fail|p2a: Chansey | |-damage|p2a: Chansey|319/564 tox|[from] psn |upkeep |turn|28 | |t:|1704122736 |-curestatus|p2a: Chansey|tox|[from] ability: Natural Cure |switch|p2a: Darkrai|Darkrai, L76|231/231 |-activate|p2a: Darkrai|move: Sticky Web |-unboost|p2a: Darkrai|spe|1 |move|p1a: Pecharunt|Shadow Ball|p2a: Darkrai |-resisted|p2a: Darkrai |-damage|p2a: Darkrai|118/231 |-unboost|p2a: Darkrai|spd|1 | |upkeep |turn|29 | |t:|1704122743 |-terastallize|p1a: Pecharunt|Dark |move|p2a: Darkrai|Dark Pulse|p1a: Pecharunt |-resisted|p1a: Pecharunt |-damage|p1a: Pecharunt|206/272 par |-damage|p2a: Darkrai|95/231|[from] item: Life Orb |cant|p1a: Pecharunt|flinch | |-heal|p1a: Pecharunt|223/272 par|[from] item: Leftovers |upkeep |turn|30 | |t:|1704122757 |move|p2a: Darkrai|Focus Blast|p1a: Pecharunt |-supereffective|p1a: Pecharunt |-damage|p1a: Pecharunt|0 fnt |faint|p1a: Pecharunt |-damage|p2a: Darkrai|72/231|[from] item: Life Orb | |upkeep | |t:|1704122761 |switch|p1a: Hydrapple|Hydrapple, L82, F|308/308 par |-damage|p1a: Hydrapple|270/308 par|[from] Stealth Rock |turn|31 | |t:|1704122764 |move|p2a: Darkrai|Sludge Bomb|p1a: Hydrapple |-supereffective|p1a: Hydrapple |-damage|p1a: Hydrapple|137/308 par |-damage|p2a: Darkrai|49/231|[from] item: Life Orb |cant|p1a: Hydrapple|par | |upkeep |turn|32 | |t:|1704122772 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Darkrai|Sludge Bomb|p1a: Alomomola |-damage|p1a: Alomomola|230/429 brn |-damage|p2a: Darkrai|26/231|[from] item: Life Orb | |-heal|p1a: Alomomola|256/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|230/429 brn|[from] brn |upkeep |turn|33 | |t:|1704122781 |move|p1a: Alomomola|Scald|p2a: Darkrai |-damage|p2a: Darkrai|0 fnt |faint|p2a: Darkrai | |-heal|p1a: Alomomola|256/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|230/429 brn|[from] brn |upkeep | |t:|1704122786 |switch|p2a: Chansey|Chansey, L85, F|319/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |turn|34 | |t:|1704122790 |move|p1a: Alomomola|Wish|p1a: Alomomola |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|564/564 | |-heal|p1a: Alomomola|256/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|230/429 brn|[from] brn |upkeep |turn|35 | |t:|1704122794 |move|p1a: Alomomola|Flip Turn|p2a: Chansey |-damage|p2a: Chansey|498/564 | |t:|1704122795 |switch|p1a: Hydrapple|Hydrapple, L82, F|239/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|201/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|116/308 par | |-heal|p1a: Hydrapple|308/308 par|[from] move: Wish|[wisher] Alomomola |upkeep |turn|36 | |t:|1704122802 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|223/308 par |move|p1a: Hydrapple|Fickle Beam|p2a: Chansey |-damage|p2a: Chansey|440/564 | |upkeep |turn|37 | |t:|1704122808 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|138/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|329/564 |drag|p2a: Jirachi|Jirachi, L80|167/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|185/291|[from] item: Leftovers |upkeep |turn|38 | |t:|1704122812 |switch|p1a: Alomomola|Alomomola, L87, M|373/429 brn |-damage|p1a: Alomomola|320/429 brn|[from] Stealth Rock |move|p2a: Jirachi|Iron Head|p1a: Alomomola |-resisted|p1a: Alomomola |-damage|p1a: Alomomola|279/429 brn | |-heal|p1a: Alomomola|305/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|203/291|[from] item: Leftovers |-damage|p1a: Alomomola|279/429 brn|[from] brn |upkeep |turn|39 | |t:|1704122819 |move|p1a: Alomomola|Scald|p2a: Jirachi |-damage|p2a: Jirachi|154/291 |move|p2a: Jirachi|Wish|p2a: Jirachi | |-heal|p1a: Alomomola|305/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|172/291|[from] item: Leftovers |-damage|p1a: Alomomola|279/429 brn|[from] brn |upkeep |turn|40 | |t:|1704122822 |switch|p2a: Chansey|Chansey, L85, F|329/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Alomomola|Scald|p2a: Chansey |-damage|p2a: Chansey|299/564 | |-heal|p2a: Chansey|444/564|[from] move: Wish|[wisher] Jirachi |-heal|p1a: Alomomola|305/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|279/429 brn|[from] brn |upkeep |turn|41 | |t:|1704122829 |switch|p1a: Hydrapple|Hydrapple, L82, F|240/308 par |-damage|p1a: Hydrapple|202/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|117/308 par | |upkeep |turn|42 | |t:|1704122833 |switch|p1a: Alomomola|Alomomola, L87, M|422/429 brn |-damage|p1a: Alomomola|369/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|284/429 brn | |-heal|p1a: Alomomola|310/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|284/429 brn|[from] brn |upkeep |turn|43 | |t:|1704122845 |move|p1a: Alomomola|Wish|p1a: Alomomola |move|p2a: Chansey|Thunder Wave||[still] |-fail|p2a: Chansey | |-heal|p1a: Alomomola|310/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|284/429 brn|[from] brn |upkeep |turn|44 | |t:|1704122852 |switch|p1a: Hydrapple|Hydrapple, L82, F|219/308 par |-damage|p1a: Hydrapple|181/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|96/308 par | |-heal|p1a: Hydrapple|308/308 par|[from] move: Wish|[wisher] Alomomola |upkeep |turn|45 | |t:|1704122863 |move|p2a: Chansey|Stealth Rock||[still] |-fail|p2a: Chansey |cant|p1a: Hydrapple|par | |upkeep |turn|46 | |t:|1704122869 |switch|p2a: Jirachi|Jirachi, L80|172/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 |switch|p1a: Alomomola|Alomomola, L87, M|427/429 brn |-damage|p1a: Alomomola|374/429 brn|[from] Stealth Rock | |-heal|p1a: Alomomola|400/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|190/291|[from] item: Leftovers |-damage|p1a: Alomomola|374/429 brn|[from] brn |upkeep |turn|47 | |t:|1704122876 |move|p2a: Jirachi|Protect|p2a: Jirachi |-singleturn|p2a: Jirachi|Protect |move|p1a: Alomomola|Scald|p2a: Jirachi |-activate|p2a: Jirachi|move: Protect | |-heal|p1a: Alomomola|400/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|208/291|[from] item: Leftovers |-damage|p1a: Alomomola|374/429 brn|[from] brn |upkeep |turn|48 | |t:|1704122885 |switch|p2a: Chansey|Chansey, L85, F|444/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Alomomola|Scald|p2a: Chansey |-damage|p2a: Chansey|413/564 | |-heal|p1a: Alomomola|400/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|374/429 brn|[from] brn |upkeep |turn|49 | |t:|1704122895 |switch|p1a: Hydrapple|Hydrapple, L82, F|308/308 par |-damage|p1a: Hydrapple|270/308 par|[from] Stealth Rock |move|p2a: Chansey|Stealth Rock||[still] |-fail|p2a: Chansey | |upkeep |turn|50 | |t:|1704122900 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|185/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|287/564 |drag|p2a: Jirachi|Jirachi, L80|208/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|226/291|[from] item: Leftovers |upkeep |turn|51 | |t:|1704122907 |switch|p2a: Chansey|Chansey, L85, F|287/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock | |-heal|p1a: Alomomola|402/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|376/429 brn|[from] brn |upkeep |turn|52 | |t:|1704122920 |move|p1a: Alomomola|Flip Turn|p2a: Chansey |-damage|p2a: Chansey|228/564 | |t:|1704122922 |switch|p1a: Hydrapple|Hydrapple, L82, F|287/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|249/308 par|[from] Stealth Rock |move|p2a: Chansey|Thunder Wave|p1a: Hydrapple |-fail|p1a: Hydrapple|par | |upkeep |turn|53 | |t:|1704122927 |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|510/564 |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|396/564 |drag|p2a: Jirachi|Jirachi, L80|226/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|244/291|[from] item: Leftovers |upkeep |turn|54 | |t:|1704122931 |switch|p2a: Chansey|Chansey, L85, F|396/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Hydrapple|Earth Power|p2a: Chansey |-damage|p2a: Chansey|357/564 | |upkeep |turn|55 | |t:|1704122938 |move|p2a: Chansey|Thunder Wave|p1a: Hydrapple |-fail|p1a: Hydrapple|par |cant|p1a: Hydrapple|par | |upkeep |turn|56 | |t:|1704122945 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|164/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|240/564 |drag|p2a: Jirachi|Jirachi, L80|244/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|262/291|[from] item: Leftovers |upkeep |turn|57 | |t:|1704122951 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Jirachi|Wish|p2a: Jirachi | |-heal|p1a: Alomomola|402/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|280/291|[from] item: Leftovers |-damage|p1a: Alomomola|376/429 brn|[from] brn |upkeep |turn|58 | |t:|1704122954 |switch|p2a: Chansey|Chansey, L85, F|240/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Alomomola|Flip Turn|p2a: Chansey |-damage|p2a: Chansey|178/564 | |t:|1704122956 |switch|p1a: Hydrapple|Hydrapple, L82, F|266/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|228/308 par|[from] Stealth Rock | |-heal|p2a: Chansey|323/564|[from] move: Wish|[wisher] Jirachi |upkeep |turn|59 | |t:|1704122962 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|143/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey|[miss] |-miss|p1a: Hydrapple|p2a: Chansey | |upkeep |turn|60 | |t:|1704122970 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|291/429 brn | |-heal|p1a: Alomomola|317/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|291/429 brn|[from] brn |upkeep |turn|61 | |t:|1704122977 |move|p1a: Alomomola|Wish|p1a: Alomomola |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|206/429 brn | |-heal|p1a: Alomomola|232/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|206/429 brn|[from] brn |upkeep |turn|62 | |t:|1704122982 |switch|p1a: Hydrapple|Hydrapple, L82, F|245/308 par |-damage|p1a: Hydrapple|207/308 par|[from] Stealth Rock |switch|p2a: Jirachi|Jirachi, L80|280/291 |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p1a: Hydrapple|308/308 par|[from] move: Wish|[wisher] Alomomola |-heal|p2a: Jirachi|291/291|[from] item: Leftovers |upkeep |turn|63 | |t:|1704122987 |move|p2a: Jirachi|Iron Head|p1a: Hydrapple |-crit|p1a: Hydrapple |-damage|p1a: Hydrapple|197/308 par |cant|p1a: Hydrapple|par | |upkeep |turn|64 | |t:|1704122990 |switch|p1a: Alomomola|Alomomola, L87, M|349/429 brn |-damage|p1a: Alomomola|296/429 brn|[from] Stealth Rock |move|p2a: Jirachi|Iron Head|p1a: Alomomola |-resisted|p1a: Alomomola |-damage|p1a: Alomomola|256/429 brn | |-heal|p1a: Alomomola|282/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|256/429 brn|[from] brn |upkeep |turn|65 | |t:|1704122994 |move|p1a: Alomomola|Scald|p2a: Jirachi |-crit|p2a: Jirachi |-damage|p2a: Jirachi|219/291 |move|p2a: Jirachi|Iron Head|p1a: Alomomola |-resisted|p1a: Alomomola |-damage|p1a: Alomomola|217/429 brn | |-heal|p1a: Alomomola|243/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|237/291|[from] item: Leftovers |-damage|p1a: Alomomola|217/429 brn|[from] brn |upkeep |turn|66 | |t:|1704123002 |move|p1a: Alomomola|Wish|p1a: Alomomola |move|p2a: Jirachi|Body Slam|p1a: Alomomola |-damage|p1a: Alomomola|163/429 brn | |-heal|p1a: Alomomola|189/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|255/291|[from] item: Leftovers |-damage|p1a: Alomomola|163/429 brn|[from] brn |upkeep |turn|67 | |t:|1704123008 |move|p1a: Alomomola|Scald|p2a: Jirachi |-damage|p2a: Jirachi|210/291 |move|p2a: Jirachi|Wish|p2a: Jirachi | |-heal|p1a: Alomomola|377/429 brn|[from] move: Wish|[wisher] Alomomola |-heal|p1a: Alomomola|403/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|228/291|[from] item: Leftovers |-damage|p1a: Alomomola|377/429 brn|[from] brn |upkeep |turn|68 |l|☆DrogbatoDC |inactive|DrogbatoDC disconnected and has a minute to reconnect! |player|p2| |inactive|DrogbatoDC has 30 seconds to reconnect! |j|☆DrogbatoDC |inactive|DrogbatoDC reconnected and has 105 seconds left. |player|p2|DrogbatoDC|backers |inactive|DrogbatoDC has 90 seconds left. | |t:|1704123072 |move|p2a: Jirachi|Protect|p2a: Jirachi |-singleturn|p2a: Jirachi|Protect |move|p1a: Alomomola|Scald|p2a: Jirachi |-activate|p2a: Jirachi|move: Protect | |-heal|p2a: Jirachi|291/291|[from] move: Wish|[wisher] Jirachi |-heal|p1a: Alomomola|403/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|377/429 brn|[from] brn |upkeep |turn|69 | |t:|1704123082 |move|p1a: Alomomola|Scald|p2a: Jirachi |-damage|p2a: Jirachi|242/291 |-status|p2a: Jirachi|brn |move|p2a: Jirachi|Body Slam|p1a: Alomomola |-damage|p1a: Alomomola|349/429 brn | |-heal|p1a: Alomomola|375/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|260/291 brn|[from] item: Leftovers |-damage|p1a: Alomomola|349/429 brn|[from] brn |-damage|p2a: Jirachi|242/291 brn|[from] brn |upkeep |turn|70 | |t:|1704123088 |switch|p1a: Hydrapple|Hydrapple, L82, F|299/308 par |-damage|p1a: Hydrapple|261/308 par|[from] Stealth Rock |move|p2a: Jirachi|Body Slam|p1a: Hydrapple |-damage|p1a: Hydrapple|234/308 par | |-heal|p2a: Jirachi|260/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|242/291 brn|[from] brn |upkeep |turn|71 | |t:|1704123095 |switch|p2a: Chansey|Chansey, L85, F|323/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Hydrapple|Earth Power|p2a: Chansey |-damage|p2a: Chansey|283/564 | |upkeep |turn|72 | |t:|1704123104 |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|564/564 |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|452/564 |drag|p2a: Jirachi|Jirachi, L80|242/291 brn |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|260/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|242/291 brn|[from] brn |upkeep |turn|73 | |t:|1704123117 |move|p2a: Jirachi|Iron Head|p1a: Hydrapple |-damage|p1a: Hydrapple|201/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Jirachi |-resisted|p2a: Jirachi |-crit|p2a: Jirachi |-damage|p2a: Jirachi|203/291 brn |drag|p2a: Chansey|Chansey, L85, F|452/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 | |upkeep |turn|74 | |t:|1704123129 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|291/429 brn | |-heal|p1a: Alomomola|317/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|291/429 brn|[from] brn |upkeep |turn|75 | |t:|1704123136 |move|p1a: Alomomola|Flip Turn|p2a: Chansey |-damage|p2a: Chansey|393/564 | |t:|1704123137 |switch|p1a: Hydrapple|Hydrapple, L82, F|303/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|265/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|180/308 par | |upkeep |turn|76 | |t:|1704123142 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|291/429 brn | |-heal|p1a: Alomomola|317/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|291/429 brn|[from] brn |upkeep |turn|77 | |t:|1704123146 |switch|p2a: Jirachi|Jirachi, L80|203/291 brn |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 |move|p1a: Alomomola|Flip Turn|p2a: Jirachi |-damage|p2a: Jirachi|174/291 brn | |t:|1704123148 |switch|p1a: Hydrapple|Hydrapple, L82, F|282/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|244/308 par|[from] Stealth Rock | |-heal|p2a: Jirachi|192/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|174/291 brn|[from] brn |upkeep |turn|78 | |t:|1704123151 |switch|p2a: Chansey|Chansey, L85, F|393/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |move|p1a: Hydrapple|Earth Power|p2a: Chansey |-damage|p2a: Chansey|355/564 | |upkeep |turn|79 | |t:|1704123158 |switch|p2a: Jirachi|Jirachi, L80|174/291 brn |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 |move|p1a: Hydrapple|Dragon Tail|p2a: Jirachi|[miss] |-miss|p1a: Hydrapple|p2a: Jirachi | |-heal|p2a: Jirachi|192/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|174/291 brn|[from] brn |upkeep |turn|80 | |t:|1704123163 |move|p2a: Jirachi|Wish|p2a: Jirachi |move|p1a: Hydrapple|Dragon Tail|p2a: Jirachi |-resisted|p2a: Jirachi |-damage|p2a: Jirachi|150/291 brn |drag|p2a: Chansey|Chansey, L85, F|355/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 | |upkeep |turn|81 | |t:|1704123173 |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|159/308 par |move|p1a: Hydrapple|Dragon Tail|p2a: Chansey |-damage|p2a: Chansey|232/564 |drag|p2a: Jirachi|Jirachi, L80|150/291 brn |-activate|p2a: Jirachi|move: Sticky Web |-unboost|p2a: Jirachi|spe|1 | |-heal|p2a: Jirachi|291/291 brn|[from] move: Wish|[wisher] Jirachi |-damage|p2a: Jirachi|273/291 brn|[from] brn |upkeep |turn|82 | |t:|1704123180 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Jirachi|Protect||[still] |-fail|p2a: Jirachi | |-heal|p1a: Alomomola|402/429 brn|[from] item: Leftovers |-heal|p2a: Jirachi|291/291 brn|[from] item: Leftovers |-damage|p1a: Alomomola|376/429 brn|[from] brn |-damage|p2a: Jirachi|273/291 brn|[from] brn |upkeep |turn|83 | |t:|1704123183 |move|p1a: Alomomola|Flip Turn|p2a: Jirachi |-damage|p2a: Jirachi|246/291 brn | |t:|1704123185 |switch|p1a: Hydrapple|Hydrapple, L82, F|261/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|223/308 par|[from] Stealth Rock |move|p2a: Jirachi|Wish|p2a: Jirachi | |-heal|p2a: Jirachi|264/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|246/291 brn|[from] brn |upkeep |turn|84 | |t:|1704123188 |move|p2a: Jirachi|Iron Head|p1a: Hydrapple |-damage|p1a: Hydrapple|189/308 par |cant|p1a: Hydrapple|flinch | |-heal|p2a: Jirachi|291/291 brn|[from] move: Wish|[wisher] Jirachi |-damage|p2a: Jirachi|273/291 brn|[from] brn |upkeep |turn|85 | |t:|1704123192 |move|p2a: Jirachi|Iron Head|p1a: Hydrapple |-crit|p1a: Hydrapple |-damage|p1a: Hydrapple|137/308 par |move|p1a: Hydrapple|Earth Power|p2a: Jirachi |-supereffective|p2a: Jirachi |-damage|p2a: Jirachi|145/291 brn | |-heal|p2a: Jirachi|163/291 brn|[from] item: Leftovers |-damage|p2a: Jirachi|145/291 brn|[from] brn |upkeep |turn|86 | |t:|1704123200 |move|p2a: Jirachi|Wish|p2a: Jirachi |move|p1a: Hydrapple|Earth Power|p2a: Jirachi |-supereffective|p2a: Jirachi |-crit|p2a: Jirachi |-damage|p2a: Jirachi|0 fnt |faint|p2a: Jirachi | |upkeep | |t:|1704123204 |switch|p2a: Chansey|Chansey, L85, F|232/564 |-activate|p2a: Chansey|move: Sticky Web |-unboost|p2a: Chansey|spe|1 |turn|87 | |t:|1704123207 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Soft-Boiled|p2a: Chansey |-heal|p2a: Chansey|514/564 | |-heal|p2a: Chansey|564/564|[from] move: Wish|[wisher] Jirachi |-heal|p1a: Alomomola|402/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|376/429 brn|[from] brn |upkeep |turn|88 | |t:|1704123210 |move|p1a: Alomomola|Flip Turn|p2a: Chansey |-damage|p2a: Chansey|498/564 | |t:|1704123212 |switch|p1a: Hydrapple|Hydrapple, L82, F|239/308 par|[from] Flip Turn |-damage|p1a: Hydrapple|201/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|116/308 par | |upkeep |turn|89 | |t:|1704123214 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|291/429 brn | |-heal|p1a: Alomomola|317/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|291/429 brn|[from] brn |upkeep |turn|90 | |t:|1704123216 |switch|p1a: Hydrapple|Hydrapple, L82, F|218/308 par |-damage|p1a: Hydrapple|180/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|95/308 par | |upkeep |turn|91 | |t:|1704123218 |switch|p1a: Alomomola|Alomomola, L87, M|429/429 brn |-damage|p1a: Alomomola|376/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|291/429 brn | |-heal|p1a: Alomomola|317/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|291/429 brn|[from] brn |upkeep |turn|92 | |t:|1704123220 |move|p1a: Alomomola|Wish|p1a: Alomomola |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|206/429 brn | |-heal|p1a: Alomomola|232/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|206/429 brn|[from] brn |upkeep |turn|93 | |t:|1704123223 |switch|p1a: Hydrapple|Hydrapple, L82, F|197/308 par |-damage|p1a: Hydrapple|159/308 par|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Hydrapple |-damage|p1a: Hydrapple|74/308 par | |-heal|p1a: Hydrapple|288/308 par|[from] move: Wish|[wisher] Alomomola |upkeep |turn|94 | |t:|1704123225 |switch|p1a: Alomomola|Alomomola, L87, M|349/429 brn |-damage|p1a: Alomomola|296/429 brn|[from] Stealth Rock |move|p2a: Chansey|Seismic Toss|p1a: Alomomola |-damage|p1a: Alomomola|211/429 brn | |-heal|p1a: Alomomola|237/429 brn|[from] item: Leftovers |-damage|p1a: Alomomola|211/429 brn|[from] brn |upkeep |turn|95 |-message|DrogbatoDC forfeited. | |win|Dj2904 |raw|Dj2904's rating: 2206 &rarr; <strong>2227</strong><br />(+21 for winning) |raw|DrogbatoDC's rating: 2222 &rarr; <strong>2201</strong><br />(-21 for losing) |l|☆Dj2904 |l|☆DrogbatoDC
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hydrapple Hydrapple, L82, F 308/308\nswitch p2a: Jirachi Jirachi, L80 291/291\n\nHere is the impact of the player's hydrapple moves and the hp range that the move will do:\nearthpower: 15% - 18%\nficklebeam: 5% - 6%\ndragontail: 2% - 3%\n\n\nHere is the impact of the opponent's jirachi moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is hydrapple. They had the following choices:\n0. /choose move earthpower\n1. /choose move ficklebeam\n2. /choose move dragontail\n3. /choose switch ariados\n4. /choose switch alomomola\n5. /choose switch entei\n6. /choose switch scrafty\n7. /choose switch pecharunt\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,313
gen9randombattle-2194529688
2,200
|j|☆elsa peters |j|☆Astinov |t:|1725471484 |gametype|singles |player|p1|elsa peters|battlegirl-gen4|2202 |player|p2|Astinov|1|2195 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1725471484 |start |switch|p1a: Kleavor|Kleavor, L78, M|237/237 |switch|p2a: Gallade|Gallade, L81, M|243/243 |turn|1 | |t:|1725471532 |move|p1a: Kleavor|Stone Axe|p2a: Gallade |-resisted|p2a: Gallade |-damage|p2a: Gallade|168/243 |-sidestart|p2: Astinov|move: Stealth Rock |move|p2a: Gallade|Sacred Sword|p1a: Kleavor |-damage|p1a: Kleavor|0 fnt |faint|p1a: Kleavor | |upkeep | |t:|1725471551 |switch|p1a: Slowking|Slowking-Galar, L85, M|300/300 |turn|2 | |t:|1725471566 |switch|p2a: Revavroom|Revavroom, L79, M|256/256 |-damage|p2a: Revavroom|240/256|[from] Stealth Rock |move|p1a: Slowking|Toxic Spikes|p2a: Revavroom |-sidestart|p2: Astinov|move: Toxic Spikes | |upkeep |turn|3 | |t:|1725471582 |move|p2a: Revavroom|High Horsepower|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|105/300 |-damage|p2a: Revavroom|215/256|[from] item: Life Orb |move|p1a: Slowking|Psyshock|p2a: Revavroom |-damage|p2a: Revavroom|115/256 | |-heal|p1a: Slowking|123/300|[from] item: Leftovers |upkeep |turn|4 | |t:|1725471587 |switch|p1a: Flamigo|Flamigo, L82, M|269/269 |move|p2a: Revavroom|Shift Gear|p2a: Revavroom |-boost|p2a: Revavroom|spe|2 |-boost|p2a: Revavroom|atk|1 | |upkeep |turn|5 | |t:|1725471591 |move|p2a: Revavroom|Gunk Shot|p1a: Flamigo |-damage|p1a: Flamigo|0 fnt |faint|p1a: Flamigo |-damage|p2a: Revavroom|90/256|[from] item: Life Orb | |upkeep | |t:|1725471595 |switch|p1a: Girafarig|Girafarig, L89, F|269/269 |turn|6 | |t:|1725471600 |move|p2a: Revavroom|Gunk Shot|p1a: Girafarig |-damage|p1a: Girafarig|77/269 |-damage|p2a: Revavroom|65/256|[from] item: Life Orb |move|p1a: Girafarig|Psyshock|p2a: Revavroom |-damage|p2a: Revavroom|0 fnt |faint|p2a: Revavroom | |upkeep | |t:|1725471621 |switch|p2a: Swanna|Swanna, L88, F|275/275 |turn|7 | |t:|1725471633 |move|p2a: Swanna|Knock Off|p1a: Girafarig |-supereffective|p1a: Girafarig |-damage|p1a: Girafarig|0 fnt |-enditem|p1a: Girafarig|Eviolite|[from] move: Knock Off|[of] p2a: Swanna |faint|p1a: Girafarig | |upkeep | |t:|1725471641 |switch|p1a: Dugtrio|Dugtrio, L84, M|196/196 |turn|8 | |t:|1725471654 |move|p1a: Dugtrio|Swords Dance|p1a: Dugtrio |-boost|p1a: Dugtrio|atk|2 |move|p2a: Swanna|Brave Bird|p1a: Dugtrio |-damage|p1a: Dugtrio|13/196 |-damage|p2a: Swanna|215/275|[from] Recoil | |upkeep |turn|9 | |t:|1725471670 |switch|p2a: Luxray|Luxray, L88, F|284/284 |-damage|p2a: Luxray|249/284|[from] Stealth Rock |-status|p2a: Luxray|psn |move|p1a: Dugtrio|Stone Edge|p2a: Luxray|[miss] |-miss|p1a: Dugtrio|p2a: Luxray | |-damage|p2a: Luxray|214/284 psn|[from] psn |upkeep |turn|10 | |t:|1725471675 |move|p1a: Dugtrio|Earthquake|p2a: Luxray |-supereffective|p2a: Luxray |-damage|p2a: Luxray|0 fnt |faint|p2a: Luxray |-damage|p1a: Dugtrio|0 fnt|[from] item: Life Orb |faint|p1a: Dugtrio | |upkeep | |t:|1725471677 |switch|p1a: Slowking|Slowking-Galar, L85, M|223/300 |switch|p2a: Torkoal|Torkoal, L88, F|266/266 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Torkoal |turn|11 | |t:|1725471682 |move|p1a: Slowking|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|143/266 |move|p2a: Torkoal|Rapid Spin|p1a: Slowking |-damage|p1a: Slowking|185/300 |-boost|p2a: Torkoal|spe|1 |-sideend|p2: Astinov|Toxic Spikes|[from] move: Rapid Spin|[of] p2a: Torkoal |-sideend|p2: Astinov|Stealth Rock|[from] move: Rapid Spin|[of] p2a: Torkoal | |-weather|SunnyDay|[upkeep] |-heal|p1a: Slowking|203/300|[from] item: Leftovers |upkeep |turn|12 | |t:|1725471716 |move|p2a: Torkoal|Earthquake|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|55/300 |move|p1a: Slowking|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|17/266 | |-weather|SunnyDay|[upkeep] |-heal|p1a: Slowking|73/300|[from] item: Leftovers |upkeep |turn|13 |l|☆Astinov |player|p2| |j|☆Astinov |player|p2|Astinov|1| | |t:|1725471743 |move|p2a: Torkoal|Earthquake|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|0 fnt |faint|p1a: Slowking | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1725471745 |switch|p1a: Venusaur|Venusaur, L84, M|272/272 |turn|14 | |t:|1725471756 |move|p1a: Venusaur|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|0 fnt |faint|p2a: Torkoal | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1725471759 |switch|p2a: Gallade|Gallade, L81, M|168/243 |turn|15 | |t:|1725471764 |move|p1a: Venusaur|Sleep Powder|p2a: Gallade |-status|p2a: Gallade|slp|[from] move: Sleep Powder |cant|p2a: Gallade|slp | |-weather|none |upkeep |turn|16 | |t:|1725471771 |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|90/243 slp |cant|p2a: Gallade|slp | |upkeep |turn|17 | |t:|1725471774 |-terastallize|p1a: Venusaur|Steel |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|8/243 slp |-curestatus|p2a: Gallade|slp|[msg] |move|p2a: Gallade|Psycho Cut|p1a: Venusaur |-resisted|p1a: Venusaur |-damage|p1a: Venusaur|179/272 | |-heal|p1a: Venusaur|196/272|[from] item: Leftovers |upkeep |turn|18 | |t:|1725471780 |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|0 fnt |faint|p2a: Gallade | |-heal|p1a: Venusaur|213/272|[from] item: Leftovers |upkeep | |t:|1725471785 |switch|p2a: Regidrago|Regidrago, L77|435/435 |turn|19 | |t:|1725471790 |-terastallize|p2a: Regidrago|Steel |move|p1a: Venusaur|Sleep Powder|p2a: Regidrago |-status|p2a: Regidrago|slp|[from] move: Sleep Powder |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|230/272|[from] item: Leftovers |upkeep |turn|20 | |t:|1725471801 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|225/435 slp |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|247/272|[from] item: Leftovers |upkeep |turn|21 | |t:|1725471805 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|27/435 slp |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|264/272|[from] item: Leftovers |upkeep |turn|22 | |t:|1725471808 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|0 fnt |faint|p2a: Regidrago | |-heal|p1a: Venusaur|272/272|[from] item: Leftovers |upkeep | |t:|1725471809 |switch|p2a: Swanna|Swanna, L88, F|215/275 |turn|23 | |t:|1725471813 |move|p2a: Swanna|Knock Off|p1a: Venusaur |-damage|p1a: Venusaur|201/272 |-enditem|p1a: Venusaur|Leftovers|[from] move: Knock Off|[of] p2a: Swanna |move|p1a: Venusaur|Sludge Bomb|p2a: Swanna |-damage|p2a: Swanna|104/275 | |upkeep |turn|24 | |t:|1725471817 |move|p2a: Swanna|Roost|p2a: Swanna |-heal|p2a: Swanna|242/275 |-singleturn|p2a: Swanna|move: Roost |move|p1a: Venusaur|Sludge Bomb|p2a: Swanna |-damage|p2a: Swanna|124/275 |-status|p2a: Swanna|psn | |-damage|p2a: Swanna|90/275 psn|[from] psn |upkeep |turn|25 | |t:|1725471820 |move|p2a: Swanna|Roost|p2a: Swanna |-heal|p2a: Swanna|228/275 psn |-singleturn|p2a: Swanna|move: Roost |move|p1a: Venusaur|Synthesis|p1a: Venusaur |-heal|p1a: Venusaur|272/272 | |-damage|p2a: Swanna|194/275 psn|[from] psn |upkeep |turn|26 | |t:|1725471823 |move|p2a: Swanna|Hydro Pump|p1a: Venusaur |-damage|p1a: Venusaur|167/272 |move|p1a: Venusaur|Synthesis|p1a: Venusaur |-heal|p1a: Venusaur|272/272 | |-damage|p2a: Swanna|160/275 psn|[from] psn |upkeep |turn|27 |-message|Astinov forfeited. | |win|elsa peters |raw|elsa peters's rating: 2202 &rarr; <strong>2223</strong><br />(+21 for winning) |raw|Astinov's rating: 2221 &rarr; <strong>2200</strong><br />(-21 for losing) |l|☆Astinov |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\n\nHere is the impact of the player's kleavor moves and the hp range that the move will do:\nstoneaxe: 8% - 10%\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is kleavor. They had the following choices:\n0. /choose move stoneaxe\n1. /choose switch slowkinggalar\n2. /choose switch flamigo\n3. /choose switch girafarig\n4. /choose switch dugtrio\n5. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move stoneaxe\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 16% - 19%\nsludgebomb: 0 - 0\n\n\nHere is the impact of the opponent's revavroom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch flamigo\n4. /choose switch girafarig\n5. /choose switch dugtrio\n6. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\n\nHere is the impact of the player's flamigo moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's revavroom moves and the hp range that the move will do:\nhighhorsepower: 0 - 0\nshiftgear: 0 - 0\n\n\nThe winner's active Pokemon is flamigo. They had the following choices:\n0. /choose switch slowkinggalar\n1. /choose switch girafarig\n2. /choose switch dugtrio\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in girafarig.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\npsyshock: 14% - 17%\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move psyshock\n1. /choose switch slowkinggalar\n2. /choose switch dugtrio\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in dugtrio.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\n\nHere is the impact of the player's dugtrio moves and the hp range that the move will do:\nswordsdance: 0 - 0\nstoneedge: 60% - 70%\nearthquake: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 515% - 607%\nbravebird: 1407% - 1661%\n\n\nThe winner's active Pokemon is dugtrio. They had the following choices:\n0. /choose move swordsdance\n1. /choose move stoneedge\n2. /choose move earthquake\n3. /choose switch slowkinggalar\n4. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 8% - 10%\nsludgebomb: 17% - 21%\n\n\nHere is the impact of the opponent's torkoal moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 137% - 166%\nsludgebomb: 279% - 329%\n\n\nHere is the impact of the opponent's torkoal moves and the hp range that the move will do:\nrapidspin: 47% - 57%\nearthquake: 189% - 224%\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in venusaur.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 20% - 23%\nsleeppowder: 0 - 0\nearthpower: 13% - 15%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\nsacredsword: 19% - 23%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n4. /choose move sludgebomb terastallize\n5. /choose move sleeppowder terastallize\n6. /choose move earthpower terastallize\n7. /choose move synthesis terastallize\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 37% - 44%\nsleeppowder: 0 - 0\nearthpower: 25% - 29%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\nsacredsword: 19% - 23%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n4. /choose move sludgebomb terastallize\n5. /choose move sleeppowder terastallize\n6. /choose move earthpower terastallize\n7. /choose move synthesis terastallize\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 8% - 9%\nsleeppowder: 0 - 0\nearthpower: 5% - 6%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's regidrago moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 0 - 0\nsleeppowder: 0 - 0\nearthpower: 21% - 25%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's regidrago moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 27/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 264/272 [from] item: Leftovers\nturn 22\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 0 fnt\nfaint p2a: Regidrago\n-heal p1a: Venusaur 272/272 [from] item: Leftovers\nswitch p2a: Swanna Swanna, L88, F 215/275\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 20% - 24%\nsleeppowder: 0 - 0\nearthpower: 0 - 0\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 25% - 29%\nbravebird: 22% - 26%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 27/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 264/272 [from] item: Leftovers\nturn 22\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 0 fnt\nfaint p2a: Regidrago\n-heal p1a: Venusaur 272/272 [from] item: Leftovers\nswitch p2a: Swanna Swanna, L88, F 215/275\nturn 23\nmove p2a: Swanna Knock Off p1a: Venusaur\n-damage p1a: Venusaur 201/272\n-enditem p1a: Venusaur Leftovers [from] move: Knock Off [of] p2a: Swanna\nmove p1a: Venusaur Sludge Bomb p2a: Swanna\n-damage p2a: Swanna 104/275\nturn 24\nmove p2a: Swanna Roost p2a: Swanna\n-heal p2a: Swanna 242/275\n-singleturn p2a: Swanna move: Roost\nmove p1a: Venusaur Sludge Bomb p2a: Swanna\n-damage p2a: Swanna 124/275\n-status p2a: Swanna psn\n-damage p2a: Swanna 90/275 psn [from] psn\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 48% - 57%\nsleeppowder: 0 - 0\nearthpower: 0 - 0\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 22% - 26%\nbravebird: 30% - 36%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move synthesis\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,314
gen9randombattle-2194529688
2,200
|j|☆elsa peters |j|☆Astinov |t:|1725471484 |gametype|singles |player|p1|elsa peters|battlegirl-gen4|2202 |player|p2|Astinov|1|2195 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1725471484 |start |switch|p1a: Kleavor|Kleavor, L78, M|237/237 |switch|p2a: Gallade|Gallade, L81, M|243/243 |turn|1 | |t:|1725471532 |move|p1a: Kleavor|Stone Axe|p2a: Gallade |-resisted|p2a: Gallade |-damage|p2a: Gallade|168/243 |-sidestart|p2: Astinov|move: Stealth Rock |move|p2a: Gallade|Sacred Sword|p1a: Kleavor |-damage|p1a: Kleavor|0 fnt |faint|p1a: Kleavor | |upkeep | |t:|1725471551 |switch|p1a: Slowking|Slowking-Galar, L85, M|300/300 |turn|2 | |t:|1725471566 |switch|p2a: Revavroom|Revavroom, L79, M|256/256 |-damage|p2a: Revavroom|240/256|[from] Stealth Rock |move|p1a: Slowking|Toxic Spikes|p2a: Revavroom |-sidestart|p2: Astinov|move: Toxic Spikes | |upkeep |turn|3 | |t:|1725471582 |move|p2a: Revavroom|High Horsepower|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|105/300 |-damage|p2a: Revavroom|215/256|[from] item: Life Orb |move|p1a: Slowking|Psyshock|p2a: Revavroom |-damage|p2a: Revavroom|115/256 | |-heal|p1a: Slowking|123/300|[from] item: Leftovers |upkeep |turn|4 | |t:|1725471587 |switch|p1a: Flamigo|Flamigo, L82, M|269/269 |move|p2a: Revavroom|Shift Gear|p2a: Revavroom |-boost|p2a: Revavroom|spe|2 |-boost|p2a: Revavroom|atk|1 | |upkeep |turn|5 | |t:|1725471591 |move|p2a: Revavroom|Gunk Shot|p1a: Flamigo |-damage|p1a: Flamigo|0 fnt |faint|p1a: Flamigo |-damage|p2a: Revavroom|90/256|[from] item: Life Orb | |upkeep | |t:|1725471595 |switch|p1a: Girafarig|Girafarig, L89, F|269/269 |turn|6 | |t:|1725471600 |move|p2a: Revavroom|Gunk Shot|p1a: Girafarig |-damage|p1a: Girafarig|77/269 |-damage|p2a: Revavroom|65/256|[from] item: Life Orb |move|p1a: Girafarig|Psyshock|p2a: Revavroom |-damage|p2a: Revavroom|0 fnt |faint|p2a: Revavroom | |upkeep | |t:|1725471621 |switch|p2a: Swanna|Swanna, L88, F|275/275 |turn|7 | |t:|1725471633 |move|p2a: Swanna|Knock Off|p1a: Girafarig |-supereffective|p1a: Girafarig |-damage|p1a: Girafarig|0 fnt |-enditem|p1a: Girafarig|Eviolite|[from] move: Knock Off|[of] p2a: Swanna |faint|p1a: Girafarig | |upkeep | |t:|1725471641 |switch|p1a: Dugtrio|Dugtrio, L84, M|196/196 |turn|8 | |t:|1725471654 |move|p1a: Dugtrio|Swords Dance|p1a: Dugtrio |-boost|p1a: Dugtrio|atk|2 |move|p2a: Swanna|Brave Bird|p1a: Dugtrio |-damage|p1a: Dugtrio|13/196 |-damage|p2a: Swanna|215/275|[from] Recoil | |upkeep |turn|9 | |t:|1725471670 |switch|p2a: Luxray|Luxray, L88, F|284/284 |-damage|p2a: Luxray|249/284|[from] Stealth Rock |-status|p2a: Luxray|psn |move|p1a: Dugtrio|Stone Edge|p2a: Luxray|[miss] |-miss|p1a: Dugtrio|p2a: Luxray | |-damage|p2a: Luxray|214/284 psn|[from] psn |upkeep |turn|10 | |t:|1725471675 |move|p1a: Dugtrio|Earthquake|p2a: Luxray |-supereffective|p2a: Luxray |-damage|p2a: Luxray|0 fnt |faint|p2a: Luxray |-damage|p1a: Dugtrio|0 fnt|[from] item: Life Orb |faint|p1a: Dugtrio | |upkeep | |t:|1725471677 |switch|p1a: Slowking|Slowking-Galar, L85, M|223/300 |switch|p2a: Torkoal|Torkoal, L88, F|266/266 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Torkoal |turn|11 | |t:|1725471682 |move|p1a: Slowking|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|143/266 |move|p2a: Torkoal|Rapid Spin|p1a: Slowking |-damage|p1a: Slowking|185/300 |-boost|p2a: Torkoal|spe|1 |-sideend|p2: Astinov|Toxic Spikes|[from] move: Rapid Spin|[of] p2a: Torkoal |-sideend|p2: Astinov|Stealth Rock|[from] move: Rapid Spin|[of] p2a: Torkoal | |-weather|SunnyDay|[upkeep] |-heal|p1a: Slowking|203/300|[from] item: Leftovers |upkeep |turn|12 | |t:|1725471716 |move|p2a: Torkoal|Earthquake|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|55/300 |move|p1a: Slowking|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|17/266 | |-weather|SunnyDay|[upkeep] |-heal|p1a: Slowking|73/300|[from] item: Leftovers |upkeep |turn|13 |l|☆Astinov |player|p2| |j|☆Astinov |player|p2|Astinov|1| | |t:|1725471743 |move|p2a: Torkoal|Earthquake|p1a: Slowking |-supereffective|p1a: Slowking |-damage|p1a: Slowking|0 fnt |faint|p1a: Slowking | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1725471745 |switch|p1a: Venusaur|Venusaur, L84, M|272/272 |turn|14 | |t:|1725471756 |move|p1a: Venusaur|Sludge Bomb|p2a: Torkoal |-damage|p2a: Torkoal|0 fnt |faint|p2a: Torkoal | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1725471759 |switch|p2a: Gallade|Gallade, L81, M|168/243 |turn|15 | |t:|1725471764 |move|p1a: Venusaur|Sleep Powder|p2a: Gallade |-status|p2a: Gallade|slp|[from] move: Sleep Powder |cant|p2a: Gallade|slp | |-weather|none |upkeep |turn|16 | |t:|1725471771 |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|90/243 slp |cant|p2a: Gallade|slp | |upkeep |turn|17 | |t:|1725471774 |-terastallize|p1a: Venusaur|Steel |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|8/243 slp |-curestatus|p2a: Gallade|slp|[msg] |move|p2a: Gallade|Psycho Cut|p1a: Venusaur |-resisted|p1a: Venusaur |-damage|p1a: Venusaur|179/272 | |-heal|p1a: Venusaur|196/272|[from] item: Leftovers |upkeep |turn|18 | |t:|1725471780 |move|p1a: Venusaur|Sludge Bomb|p2a: Gallade |-damage|p2a: Gallade|0 fnt |faint|p2a: Gallade | |-heal|p1a: Venusaur|213/272|[from] item: Leftovers |upkeep | |t:|1725471785 |switch|p2a: Regidrago|Regidrago, L77|435/435 |turn|19 | |t:|1725471790 |-terastallize|p2a: Regidrago|Steel |move|p1a: Venusaur|Sleep Powder|p2a: Regidrago |-status|p2a: Regidrago|slp|[from] move: Sleep Powder |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|230/272|[from] item: Leftovers |upkeep |turn|20 | |t:|1725471801 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|225/435 slp |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|247/272|[from] item: Leftovers |upkeep |turn|21 | |t:|1725471805 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|27/435 slp |cant|p2a: Regidrago|slp | |-heal|p1a: Venusaur|264/272|[from] item: Leftovers |upkeep |turn|22 | |t:|1725471808 |move|p1a: Venusaur|Earth Power|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|0 fnt |faint|p2a: Regidrago | |-heal|p1a: Venusaur|272/272|[from] item: Leftovers |upkeep | |t:|1725471809 |switch|p2a: Swanna|Swanna, L88, F|215/275 |turn|23 | |t:|1725471813 |move|p2a: Swanna|Knock Off|p1a: Venusaur |-damage|p1a: Venusaur|201/272 |-enditem|p1a: Venusaur|Leftovers|[from] move: Knock Off|[of] p2a: Swanna |move|p1a: Venusaur|Sludge Bomb|p2a: Swanna |-damage|p2a: Swanna|104/275 | |upkeep |turn|24 | |t:|1725471817 |move|p2a: Swanna|Roost|p2a: Swanna |-heal|p2a: Swanna|242/275 |-singleturn|p2a: Swanna|move: Roost |move|p1a: Venusaur|Sludge Bomb|p2a: Swanna |-damage|p2a: Swanna|124/275 |-status|p2a: Swanna|psn | |-damage|p2a: Swanna|90/275 psn|[from] psn |upkeep |turn|25 | |t:|1725471820 |move|p2a: Swanna|Roost|p2a: Swanna |-heal|p2a: Swanna|228/275 psn |-singleturn|p2a: Swanna|move: Roost |move|p1a: Venusaur|Synthesis|p1a: Venusaur |-heal|p1a: Venusaur|272/272 | |-damage|p2a: Swanna|194/275 psn|[from] psn |upkeep |turn|26 | |t:|1725471823 |move|p2a: Swanna|Hydro Pump|p1a: Venusaur |-damage|p1a: Venusaur|167/272 |move|p1a: Venusaur|Synthesis|p1a: Venusaur |-heal|p1a: Venusaur|272/272 | |-damage|p2a: Swanna|160/275 psn|[from] psn |upkeep |turn|27 |-message|Astinov forfeited. | |win|elsa peters |raw|elsa peters's rating: 2202 &rarr; <strong>2223</strong><br />(+21 for winning) |raw|Astinov's rating: 2221 &rarr; <strong>2200</strong><br />(-21 for losing) |l|☆Astinov |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\n\nHere is the impact of the player's kleavor moves and the hp range that the move will do:\nstoneaxe: 8% - 10%\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is kleavor. They had the following choices:\n0. /choose move stoneaxe\n1. /choose switch slowkinggalar\n2. /choose switch flamigo\n3. /choose switch girafarig\n4. /choose switch dugtrio\n5. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move stoneaxe\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 16% - 19%\nsludgebomb: 0 - 0\n\n\nHere is the impact of the opponent's revavroom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch flamigo\n4. /choose switch girafarig\n5. /choose switch dugtrio\n6. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\n\nHere is the impact of the player's flamigo moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's revavroom moves and the hp range that the move will do:\nhighhorsepower: 0 - 0\nshiftgear: 0 - 0\n\n\nThe winner's active Pokemon is flamigo. They had the following choices:\n0. /choose switch slowkinggalar\n1. /choose switch girafarig\n2. /choose switch dugtrio\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in girafarig.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\npsyshock: 14% - 17%\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move psyshock\n1. /choose switch slowkinggalar\n2. /choose switch dugtrio\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in dugtrio.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\n\nHere is the impact of the player's dugtrio moves and the hp range that the move will do:\nswordsdance: 0 - 0\nstoneedge: 60% - 70%\nearthquake: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 515% - 607%\nbravebird: 1407% - 1661%\n\n\nThe winner's active Pokemon is dugtrio. They had the following choices:\n0. /choose move swordsdance\n1. /choose move stoneedge\n2. /choose move earthquake\n3. /choose switch slowkinggalar\n4. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 8% - 10%\nsludgebomb: 17% - 21%\n\n\nHere is the impact of the opponent's torkoal moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\n\nHere is the impact of the player's slowkinggalar moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\npsyshock: 137% - 166%\nsludgebomb: 279% - 329%\n\n\nHere is the impact of the opponent's torkoal moves and the hp range that the move will do:\nrapidspin: 47% - 57%\nearthquake: 189% - 224%\n\n\nThe winner's active Pokemon is slowkinggalar. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move psyshock\n2. /choose move sludgebomb\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in venusaur.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 20% - 23%\nsleeppowder: 0 - 0\nearthpower: 13% - 15%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\nsacredsword: 19% - 23%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n4. /choose move sludgebomb terastallize\n5. /choose move sleeppowder terastallize\n6. /choose move earthpower terastallize\n7. /choose move synthesis terastallize\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 37% - 44%\nsleeppowder: 0 - 0\nearthpower: 25% - 29%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's gallade moves and the hp range that the move will do:\nsacredsword: 19% - 23%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n4. /choose move sludgebomb terastallize\n5. /choose move sleeppowder terastallize\n6. /choose move earthpower terastallize\n7. /choose move synthesis terastallize\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 8% - 9%\nsleeppowder: 0 - 0\nearthpower: 5% - 6%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's regidrago moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 0 - 0\nsleeppowder: 0 - 0\nearthpower: 21% - 25%\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's regidrago moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 27/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 264/272 [from] item: Leftovers\nturn 22\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 0 fnt\nfaint p2a: Regidrago\n-heal p1a: Venusaur 272/272 [from] item: Leftovers\nswitch p2a: Swanna Swanna, L88, F 215/275\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 20% - 24%\nsleeppowder: 0 - 0\nearthpower: 0 - 0\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 25% - 29%\nbravebird: 22% - 26%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Kleavor Kleavor, L78, M 237/237\nswitch p2a: Gallade Gallade, L81, M 243/243\nturn 1\nmove p1a: Kleavor Stone Axe p2a: Gallade\n-damage p2a: Gallade 168/243\n-sidestart p2: Astinov move: Stealth Rock\nmove p2a: Gallade Sacred Sword p1a: Kleavor\n-damage p1a: Kleavor 0 fnt\nfaint p1a: Kleavor\nswitch p1a: Slowking Slowking-Galar, L85, M 300/300\nturn 2\nswitch p2a: Revavroom Revavroom, L79, M 256/256\n-damage p2a: Revavroom 240/256 [from] Stealth Rock\nmove p1a: Slowking Toxic Spikes p2a: Revavroom\n-sidestart p2: Astinov move: Toxic Spikes\nturn 3\nmove p2a: Revavroom High Horsepower p1a: Slowking\n-damage p1a: Slowking 105/300\n-damage p2a: Revavroom 215/256 [from] item: Life Orb\nmove p1a: Slowking Psyshock p2a: Revavroom\n-damage p2a: Revavroom 115/256\n-heal p1a: Slowking 123/300 [from] item: Leftovers\nturn 4\nswitch p1a: Flamigo Flamigo, L82, M 269/269\nmove p2a: Revavroom Shift Gear p2a: Revavroom\n-boost p2a: Revavroom spe 2\n-boost p2a: Revavroom atk 1\nturn 5\nmove p2a: Revavroom Gunk Shot p1a: Flamigo\n-damage p1a: Flamigo 0 fnt\nfaint p1a: Flamigo\n-damage p2a: Revavroom 90/256 [from] item: Life Orb\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nturn 6\nmove p2a: Revavroom Gunk Shot p1a: Girafarig\n-damage p1a: Girafarig 77/269\n-damage p2a: Revavroom 65/256 [from] item: Life Orb\nmove p1a: Girafarig Psyshock p2a: Revavroom\n-damage p2a: Revavroom 0 fnt\nfaint p2a: Revavroom\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 7\nmove p2a: Swanna Knock Off p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Swanna\nfaint p1a: Girafarig\nswitch p1a: Dugtrio Dugtrio, L84, M 196/196\nturn 8\nmove p1a: Dugtrio Swords Dance p1a: Dugtrio\n-boost p1a: Dugtrio atk 2\nmove p2a: Swanna Brave Bird p1a: Dugtrio\n-damage p1a: Dugtrio 13/196\n-damage p2a: Swanna 215/275 [from] Recoil\nturn 9\nswitch p2a: Luxray Luxray, L88, F 284/284\n-damage p2a: Luxray 249/284 [from] Stealth Rock\n-status p2a: Luxray psn\nmove p1a: Dugtrio Stone Edge p2a: Luxray [miss]\n-damage p2a: Luxray 214/284 psn [from] psn\nturn 10\nmove p1a: Dugtrio Earthquake p2a: Luxray\n-damage p2a: Luxray 0 fnt\nfaint p2a: Luxray\n-damage p1a: Dugtrio 0 fnt [from] item: Life Orb\nfaint p1a: Dugtrio\nswitch p1a: Slowking Slowking-Galar, L85, M 223/300\nswitch p2a: Torkoal Torkoal, L88, F 266/266\n-weather SunnyDay [from] ability: Drought [of] p2a: Torkoal\nturn 11\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 143/266\nmove p2a: Torkoal Rapid Spin p1a: Slowking\n-damage p1a: Slowking 185/300\n-boost p2a: Torkoal spe 1\n-sideend p2: Astinov Toxic Spikes [from] move: Rapid Spin [of] p2a: Torkoal\n-sideend p2: Astinov Stealth Rock [from] move: Rapid Spin [of] p2a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 203/300 [from] item: Leftovers\nturn 12\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 55/300\nmove p1a: Slowking Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 17/266\n-weather SunnyDay [upkeep]\n-heal p1a: Slowking 73/300 [from] item: Leftovers\nturn 13\nmove p2a: Torkoal Earthquake p1a: Slowking\n-damage p1a: Slowking 0 fnt\nfaint p1a: Slowking\n-weather SunnyDay [upkeep]\nswitch p1a: Venusaur Venusaur, L84, M 272/272\nturn 14\nmove p1a: Venusaur Sludge Bomb p2a: Torkoal\n-damage p2a: Torkoal 0 fnt\nfaint p2a: Torkoal\n-weather SunnyDay [upkeep]\nswitch p2a: Gallade Gallade, L81, M 168/243\nturn 15\nmove p1a: Venusaur Sleep Powder p2a: Gallade\n-status p2a: Gallade slp [from] move: Sleep Powder\ncant p2a: Gallade slp\n-weather none\nturn 16\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 90/243 slp\ncant p2a: Gallade slp\nturn 17\n-terastallize p1a: Venusaur Steel\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 8/243 slp\n-curestatus p2a: Gallade slp [msg]\nmove p2a: Gallade Psycho Cut p1a: Venusaur\n-damage p1a: Venusaur 179/272\n-heal p1a: Venusaur 196/272 [from] item: Leftovers\nturn 18\nmove p1a: Venusaur Sludge Bomb p2a: Gallade\n-damage p2a: Gallade 0 fnt\nfaint p2a: Gallade\n-heal p1a: Venusaur 213/272 [from] item: Leftovers\nswitch p2a: Regidrago Regidrago, L77 435/435\nturn 19\n-terastallize p2a: Regidrago Steel\nmove p1a: Venusaur Sleep Powder p2a: Regidrago\n-status p2a: Regidrago slp [from] move: Sleep Powder\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 230/272 [from] item: Leftovers\nturn 20\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 225/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 247/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 27/435 slp\ncant p2a: Regidrago slp\n-heal p1a: Venusaur 264/272 [from] item: Leftovers\nturn 22\nmove p1a: Venusaur Earth Power p2a: Regidrago\n-damage p2a: Regidrago 0 fnt\nfaint p2a: Regidrago\n-heal p1a: Venusaur 272/272 [from] item: Leftovers\nswitch p2a: Swanna Swanna, L88, F 215/275\nturn 23\nmove p2a: Swanna Knock Off p1a: Venusaur\n-damage p1a: Venusaur 201/272\n-enditem p1a: Venusaur Leftovers [from] move: Knock Off [of] p2a: Swanna\nmove p1a: Venusaur Sludge Bomb p2a: Swanna\n-damage p2a: Swanna 104/275\nturn 24\nmove p2a: Swanna Roost p2a: Swanna\n-heal p2a: Swanna 242/275\n-singleturn p2a: Swanna move: Roost\nmove p1a: Venusaur Sludge Bomb p2a: Swanna\n-damage p2a: Swanna 124/275\n-status p2a: Swanna psn\n-damage p2a: Swanna 90/275 psn [from] psn\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nsludgebomb: 48% - 57%\nsleeppowder: 0 - 0\nearthpower: 0 - 0\nsynthesis: 0 - 0\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nknockoff: 22% - 26%\nbravebird: 30% - 36%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move sleeppowder\n2. /choose move earthpower\n3. /choose move synthesis\n\n\nThe winner chose to do the following:\n/choose move synthesis\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,315
gen9randombattle-2188487477
2,200
|j|☆CandleBlue |j|☆scythoonx |t:|1724714641 |gametype|singles |player|p1|CandleBlue|1|2253 |player|p2|scythoonx|cheren-masters|2176 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1724714641 |start |switch|p1a: Lumineon|Lumineon, L93, M|279/279 |switch|p2a: Smeargle|Smeargle, L95, F|258/258 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by scythoonx) | |t:|1724714666 |move|p1a: Lumineon|Hydro Pump|p2a: Smeargle |-damage|p2a: Smeargle|44/258 |-damage|p1a: Lumineon|252/279|[from] item: Life Orb |move|p2a: Smeargle|Spore|p1a: Lumineon |-status|p1a: Lumineon|slp|[from] move: Spore | |upkeep |turn|2 | |t:|1724714676 |cant|p1a: Lumineon|slp |move|p2a: Smeargle|Shell Smash|p2a: Smeargle |-unboost|p2a: Smeargle|def|1 |-unboost|p2a: Smeargle|spd|1 |-boost|p2a: Smeargle|atk|2 |-boost|p2a: Smeargle|spa|2 |-boost|p2a: Smeargle|spe|2 | |upkeep |turn|3 | |t:|1724714686 |move|p2a: Smeargle|Shell Smash|p2a: Smeargle |-unboost|p2a: Smeargle|def|1 |-unboost|p2a: Smeargle|spd|1 |-boost|p2a: Smeargle|atk|2 |-boost|p2a: Smeargle|spa|2 |-boost|p2a: Smeargle|spe|2 |cant|p1a: Lumineon|slp | |upkeep |turn|4 | |t:|1724714692 |move|p2a: Smeargle|Population Bomb|p1a: Lumineon |-damage|p1a: Lumineon|201/279 slp |-damage|p1a: Lumineon|153/279 slp |-damage|p1a: Lumineon|101/279 slp |-damage|p1a: Lumineon|53/279 slp |-damage|p1a: Lumineon|4/279 slp |-damage|p1a: Lumineon|0 fnt |faint|p1a: Lumineon |-hitcount|p1: Lumineon|6 | |upkeep |c|☆CandleBlue|no way |inactive|CandleBlue has 120 seconds left. | |t:|1724714724 |switch|p1a: Cinderace|Cinderace, L77, F|249/249 |turn|5 |inactive|CandleBlue has 120 seconds left. | |t:|1724714739 |move|p2a: Smeargle|Spore|p1a: Cinderace |-status|p1a: Cinderace|slp|[from] move: Spore |cant|p1a: Cinderace|slp | |upkeep |turn|6 |inactive|CandleBlue has 120 seconds left. | |t:|1724714758 |switch|p1a: Hawlucha|Hawlucha, L80, F|256/256 |move|p2a: Smeargle|Population Bomb|p1a: Hawlucha |-damage|p1a: Hawlucha|202/256 |-damage|p1a: Hawlucha|141/256 |-damage|p1a: Hawlucha|86/256 |-damage|p1a: Hawlucha|26/256 |-damage|p1a: Hawlucha|0 fnt |faint|p1a: Hawlucha |-hitcount|p1: Hawlucha|5 | |upkeep | |t:|1724714760 |switch|p1a: Magearna|Magearna-Original, L77|250/250 |turn|7 |inactive|CandleBlue has 120 seconds left. | |t:|1724714765 |-terastallize|p2a: Smeargle|Normal |move|p2a: Smeargle|Population Bomb|p1a: Magearna |-resisted|p1a: Magearna |-damage|p1a: Magearna|221/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|190/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|160/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|134/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|108/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|82/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|52/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|26/250 |-resisted|p1a: Magearna |-damage|p1a: Magearna|0 fnt |faint|p1a: Magearna |-hitcount|p1: Magearna|9 | |upkeep |inactive|CandleBlue has 120 seconds left. | |t:|1724714776 |switch|p1a: Serperior|Serperior, L79, M|248/248 |turn|8 | |t:|1724714780 |move|p2a: Smeargle|Population Bomb|p1a: Serperior |-damage|p1a: Serperior|186/248 |-damage|p1a: Serperior|118/248 |-damage|p1a: Serperior|54/248 |-damage|p1a: Serperior|0 fnt |faint|p1a: Serperior |-hitcount|p1: Serperior|4 | |upkeep | |t:|1724714783 |switch|p1a: Enamorus|Enamorus, L79, F|247/247 |turn|9 | |t:|1724714785 |move|p2a: Smeargle|Population Bomb|p1a: Enamorus |-damage|p1a: Enamorus|165/247 |-damage|p1a: Enamorus|89/247 |-damage|p1a: Enamorus|13/247 |-damage|p1a: Enamorus|0 fnt |faint|p1a: Enamorus |-hitcount|p1: Enamorus|4 | |upkeep | |t:|1724714787 |switch|p1a: Cinderace|Cinderace, L77, F|249/249 slp |turn|10 | |t:|1724714790 |move|p2a: Smeargle|Population Bomb|p1a: Cinderace |-damage|p1a: Cinderace|163/249 slp |-damage|p1a: Cinderace|81/249 slp |-damage|p1a: Cinderace|5/249 slp |-damage|p1a: Cinderace|0 fnt |faint|p1a: Cinderace |-hitcount|p1: Cinderace|4 | |win|scythoonx |raw|CandleBlue's rating: 2253 &rarr; <strong>2229</strong><br />(-24 for losing) |raw|scythoonx's rating: 2176 &rarr; <strong>2200</strong><br />(+24 for winning)
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lumineon Lumineon, L93, M 279/279\nswitch p2a: Smeargle Smeargle, L95, F 258/258\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 12% - 16%\n\n\nHere is the impact of the opponent's lumineon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move spore terastallize\n4. /choose move shellsmash terastallize\n5. /choose move populationbomb terastallize\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lumineon Lumineon, L93, M 279/279\nswitch p2a: Smeargle Smeargle, L95, F 258/258\nturn 1\nmove p1a: Lumineon Hydro Pump p2a: Smeargle\n-damage p2a: Smeargle 44/258\n-damage p1a: Lumineon 252/279 [from] item: Life Orb\nmove p2a: Smeargle Spore p1a: Lumineon\n-status p1a: Lumineon slp [from] move: Spore\nturn 2\ncant p1a: Lumineon slp\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 27% - 33%\n\n\nHere is the impact of the opponent's lumineon moves and the hp range that the move will do:\nhydropump: 663% - 781%\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move spore terastallize\n4. /choose move shellsmash terastallize\n5. /choose move populationbomb terastallize\n\n\nThe winner chose to do the following:\n/choose move shellsmash\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lumineon Lumineon, L93, M 279/279\nswitch p2a: Smeargle Smeargle, L95, F 258/258\nturn 1\nmove p1a: Lumineon Hydro Pump p2a: Smeargle\n-damage p2a: Smeargle 44/258\n-damage p1a: Lumineon 252/279 [from] item: Life Orb\nmove p2a: Smeargle Spore p1a: Lumineon\n-status p1a: Lumineon slp [from] move: Spore\nturn 2\ncant p1a: Lumineon slp\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\nturn 3\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\ncant p1a: Lumineon slp\nturn 4\nmove p2a: Smeargle Population Bomb p1a: Lumineon\n-damage p1a: Lumineon 201/279 slp\n-damage p1a: Lumineon 153/279 slp\n-damage p1a: Lumineon 101/279 slp\n-damage p1a: Lumineon 53/279 slp\n-damage p1a: Lumineon 4/279 slp\n-damage p1a: Lumineon 0 fnt\nfaint p1a: Lumineon\nswitch p1a: Cinderace Cinderace, L77, F 249/249\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 56% - 66%\n\n\nHere is the impact of the opponent's cinderace moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move spore terastallize\n4. /choose move shellsmash terastallize\n5. /choose move populationbomb terastallize\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lumineon Lumineon, L93, M 279/279\nswitch p2a: Smeargle Smeargle, L95, F 258/258\nturn 1\nmove p1a: Lumineon Hydro Pump p2a: Smeargle\n-damage p2a: Smeargle 44/258\n-damage p1a: Lumineon 252/279 [from] item: Life Orb\nmove p2a: Smeargle Spore p1a: Lumineon\n-status p1a: Lumineon slp [from] move: Spore\nturn 2\ncant p1a: Lumineon slp\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\nturn 3\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\ncant p1a: Lumineon slp\nturn 4\nmove p2a: Smeargle Population Bomb p1a: Lumineon\n-damage p1a: Lumineon 201/279 slp\n-damage p1a: Lumineon 153/279 slp\n-damage p1a: Lumineon 101/279 slp\n-damage p1a: Lumineon 53/279 slp\n-damage p1a: Lumineon 4/279 slp\n-damage p1a: Lumineon 0 fnt\nfaint p1a: Lumineon\nswitch p1a: Cinderace Cinderace, L77, F 249/249\nturn 5\nmove p2a: Smeargle Spore p1a: Cinderace\n-status p1a: Cinderace slp [from] move: Spore\ncant p1a: Cinderace slp\nturn 6\nswitch p1a: Hawlucha Hawlucha, L80, F 256/256\nmove p2a: Smeargle Population Bomb p1a: Hawlucha\n-damage p1a: Hawlucha 202/256\n-damage p1a: Hawlucha 141/256\n-damage p1a: Hawlucha 86/256\n-damage p1a: Hawlucha 26/256\n-damage p1a: Hawlucha 0 fnt\nfaint p1a: Hawlucha\nswitch p1a: Magearna Magearna-Original, L77 250/250\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 18% - 22%\n\n\nHere is the impact of the opponent's magearnaoriginal moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move spore terastallize\n4. /choose move shellsmash terastallize\n5. /choose move populationbomb terastallize\n\n\nThe winner chose to do the following:\n/choose move populationbomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lumineon Lumineon, L93, M 279/279\nswitch p2a: Smeargle Smeargle, L95, F 258/258\nturn 1\nmove p1a: Lumineon Hydro Pump p2a: Smeargle\n-damage p2a: Smeargle 44/258\n-damage p1a: Lumineon 252/279 [from] item: Life Orb\nmove p2a: Smeargle Spore p1a: Lumineon\n-status p1a: Lumineon slp [from] move: Spore\nturn 2\ncant p1a: Lumineon slp\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\nturn 3\nmove p2a: Smeargle Shell Smash p2a: Smeargle\n-unboost p2a: Smeargle def 1\n-unboost p2a: Smeargle spd 1\n-boost p2a: Smeargle atk 2\n-boost p2a: Smeargle spa 2\n-boost p2a: Smeargle spe 2\ncant p1a: Lumineon slp\nturn 4\nmove p2a: Smeargle Population Bomb p1a: Lumineon\n-damage p1a: Lumineon 201/279 slp\n-damage p1a: Lumineon 153/279 slp\n-damage p1a: Lumineon 101/279 slp\n-damage p1a: Lumineon 53/279 slp\n-damage p1a: Lumineon 4/279 slp\n-damage p1a: Lumineon 0 fnt\nfaint p1a: Lumineon\nswitch p1a: Cinderace Cinderace, L77, F 249/249\nturn 5\nmove p2a: Smeargle Spore p1a: Cinderace\n-status p1a: Cinderace slp [from] move: Spore\ncant p1a: Cinderace slp\nturn 6\nswitch p1a: Hawlucha Hawlucha, L80, F 256/256\nmove p2a: Smeargle Population Bomb p1a: Hawlucha\n-damage p1a: Hawlucha 202/256\n-damage p1a: Hawlucha 141/256\n-damage p1a: Hawlucha 86/256\n-damage p1a: Hawlucha 26/256\n-damage p1a: Hawlucha 0 fnt\nfaint p1a: Hawlucha\nswitch p1a: Magearna Magearna-Original, L77 250/250\nturn 7\n-terastallize p2a: Smeargle Normal\nmove p2a: Smeargle Population Bomb p1a: Magearna\n-damage p1a: Magearna 221/250\n-damage p1a: Magearna 190/250\n-damage p1a: Magearna 160/250\n-damage p1a: Magearna 134/250\n-damage p1a: Magearna 108/250\n-damage p1a: Magearna 82/250\n-damage p1a: Magearna 52/250\n-damage p1a: Magearna 26/250\n-damage p1a: Magearna 0 fnt\nfaint p1a: Magearna\nswitch p1a: Serperior Serperior, L79, M 248/248\nturn 8\nmove p2a: Smeargle Population Bomb p1a: Serperior\n-damage p1a: Serperior 186/248\n-damage p1a: Serperior 118/248\n-damage p1a: Serperior 54/248\n-damage p1a: Serperior 0 fnt\nfaint p1a: Serperior\nswitch p1a: Enamorus Enamorus, L79, F 247/247\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 77% - 91%\n\n\nHere is the impact of the opponent's enamorus moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n\n\nThe winner chose to do the following:\n/choose move populationbomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,316
gen9randombattle-2187528892
2,200
|j|☆makemegowalnuts |j|☆Evo Evo Evolving |t:|1724602671 |gametype|singles |player|p1|makemegowalnuts|101|2196 |player|p2|Evo Evo Evolving|266|2287 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1724602671 |start |switch|p1a: Sudowoodo|Sudowoodo, L94, M|284/284 |switch|p2a: Conkeldurr|Conkeldurr, L80, F|299/299 |turn|1 | |t:|1724602684 |switch|p1a: Arbok|Arbok, L87, F|246/246 |-ability|p1a: Arbok|Intimidate|boost |-unboost|p2a: Conkeldurr|atk|1 |move|p2a: Conkeldurr|Knock Off|p1a: Arbok |-damage|p1a: Arbok|185/246 |-enditem|p1a: Arbok|Choice Band|[from] move: Knock Off|[of] p2a: Conkeldurr | |-status|p2a: Conkeldurr|brn|[from] item: Flame Orb |upkeep |turn|2 | |t:|1724602689 |move|p1a: Arbok|Knock Off|p2a: Conkeldurr |-resisted|p2a: Conkeldurr |-damage|p2a: Conkeldurr|263/299 brn |-enditem|p2a: Conkeldurr|Flame Orb|[from] move: Knock Off|[of] p1a: Arbok |move|p2a: Conkeldurr|Facade|p1a: Arbok |-damage|p1a: Arbok|54/246 | |-damage|p2a: Conkeldurr|245/299 brn|[from] brn |upkeep |turn|3 | |t:|1724602691 |move|p1a: Arbok|Gunk Shot|p2a: Conkeldurr |-damage|p2a: Conkeldurr|113/299 brn |move|p2a: Conkeldurr|Facade|p1a: Arbok |-damage|p1a: Arbok|0 fnt |faint|p1a: Arbok | |-damage|p2a: Conkeldurr|95/299 brn|[from] brn |upkeep | |t:|1724602696 |switch|p1a: Exeggutor|Exeggutor, L89, M|312/312 |turn|4 | |t:|1724602701 |switch|p2a: Illumise|Illumise, L91, F|266/266 |move|p1a: Exeggutor|Psychic Noise|p2a: Illumise |-damage|p2a: Illumise|160/266 |-start|p2a: Illumise|move: Heal Block | |upkeep |turn|5 | |t:|1724602709 |switch|p1a: Chansey|Chansey, L85, F|564/564 |move|p2a: Illumise|Thunder Wave|p1a: Chansey |-status|p1a: Chansey|par | |-end|p2a: Illumise|move: Heal Block |upkeep |turn|6 | |t:|1724602713 |switch|p2a: Conkeldurr|Conkeldurr, L80, F|95/299 brn |move|p1a: Chansey|Stealth Rock|p2a: Conkeldurr |-sidestart|p2: Evo Evo Evolving|move: Stealth Rock | |-damage|p2a: Conkeldurr|77/299 brn|[from] brn |upkeep |turn|7 | |t:|1724602722 |-curestatus|p1a: Chansey|par|[from] ability: Natural Cure |switch|p1a: Grafaiai|Grafaiai, L86, M|249/249 |move|p2a: Conkeldurr|Knock Off|p1a: Grafaiai |-damage|p1a: Grafaiai|106/249 |-enditem|p1a: Grafaiai|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Conkeldurr | |-damage|p2a: Conkeldurr|59/299 brn|[from] brn |upkeep |turn|8 | |t:|1724602729 |move|p2a: Conkeldurr|Mach Punch|p1a: Grafaiai |-damage|p1a: Grafaiai|12/249 |move|p1a: Grafaiai|Gunk Shot|p2a: Conkeldurr |-damage|p2a: Conkeldurr|0 fnt |faint|p2a: Conkeldurr | |upkeep | |t:|1724602735 |switch|p2a: Galvantula|Galvantula, L82, M|249/249 |turn|9 | |t:|1724602741 |move|p1a: Grafaiai|Gunk Shot|p2a: Galvantula |-damage|p2a: Galvantula|74/249 |move|p2a: Galvantula|Bug Buzz|p1a: Grafaiai |-resisted|p1a: Grafaiai |-damage|p1a: Grafaiai|0 fnt |faint|p1a: Grafaiai | |upkeep | |t:|1724602748 |switch|p1a: Sudowoodo|Sudowoodo, L94, M|284/284 |turn|10 | |t:|1724602751 |move|p2a: Galvantula|Sticky Web|p1a: Sudowoodo |-sidestart|p1: makemegowalnuts|move: Sticky Web |move|p1a: Sudowoodo|Earthquake|p2a: Galvantula |-damage|p2a: Galvantula|0 fnt |faint|p2a: Galvantula | |upkeep | |t:|1724602758 |switch|p2a: Illumise|Illumise, L91, F|160/266 |turn|11 | |t:|1724602760 |switch|p1a: Chansey|Chansey, L85, F|564/564 |-activate|p1a: Chansey|move: Sticky Web |-unboost|p1a: Chansey|spe|1 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|266/266 |-singleturn|p2a: Illumise|move: Roost | |upkeep |turn|12 | |t:|1724602763 |switch|p2a: Rhydon|Rhydon, L85, M|317/317 |-damage|p2a: Rhydon|298/317|[from] Stealth Rock |move|p1a: Chansey|Thunder Wave|p2a: Rhydon |-ability|p2a: Rhydon|Lightning Rod|boost |-boost|p2a: Rhydon|spa|1 | |upkeep |turn|13 | |t:|1724602766 |switch|p1a: Exeggutor|Exeggutor, L89, M|312/312 |-activate|p1a: Exeggutor|move: Sticky Web |-unboost|p1a: Exeggutor|spe|1 |move|p2a: Rhydon|Stealth Rock|p1a: Exeggutor |-sidestart|p1: makemegowalnuts|move: Stealth Rock | |upkeep |turn|14 | |t:|1724602774 |switch|p1a: Sudowoodo|Sudowoodo, L94, M|284/284 |-activate|p1a: Sudowoodo|move: Sticky Web |-unboost|p1a: Sudowoodo|spe|1 |-damage|p1a: Sudowoodo|249/284|[from] Stealth Rock |-terastallize|p2a: Rhydon|Dragon |move|p2a: Rhydon|Megahorn|p1a: Sudowoodo |-damage|p1a: Sudowoodo|170/284 | |upkeep |turn|15 | |t:|1724602782 |move|p2a: Rhydon|Earthquake|p1a: Sudowoodo |-supereffective|p1a: Sudowoodo |-damage|p1a: Sudowoodo|0 fnt |faint|p1a: Sudowoodo | |upkeep | |t:|1724602785 |switch|p1a: Frosmoth|Frosmoth, L82, M|249/249 |turn|16 | |t:|1724602788 |move|p1a: Frosmoth|Ice Beam|p2a: Rhydon |-supereffective|p2a: Rhydon |-damage|p2a: Rhydon|74/317 |move|p2a: Rhydon|Stone Edge|p1a: Frosmoth |-supereffective|p1a: Frosmoth |-damage|p1a: Frosmoth|0 fnt |faint|p1a: Frosmoth | |upkeep | |t:|1724602796 |switch|p1a: Exeggutor|Exeggutor, L89, M|312/312 |-activate|p1a: Exeggutor|move: Sticky Web |-unboost|p1a: Exeggutor|spe|1 |-damage|p1a: Exeggutor|273/312|[from] Stealth Rock |turn|17 | |t:|1724602799 |switch|p2a: Illumise|Illumise, L91, F|266/266 |-terastallize|p1a: Exeggutor|Steel |move|p1a: Exeggutor|Psychic Noise|p2a: Illumise |-damage|p2a: Illumise|155/266 |-start|p2a: Illumise|move: Heal Block | |upkeep |turn|18 | |t:|1724602802 |move|p2a: Illumise|Thunder Wave|p1a: Exeggutor |-status|p1a: Exeggutor|par |move|p1a: Exeggutor|Psychic Noise|p2a: Illumise |-damage|p2a: Illumise|44/266 | |-end|p2a: Illumise|move: Heal Block |upkeep |turn|19 | |t:|1724602806 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|177/266 |-singleturn|p2a: Illumise|move: Roost |cant|p1a: Exeggutor|par | |upkeep |turn|20 | |t:|1724602809 |switch|p2a: Greedent|Greedent, L86, M|347/347 |-damage|p2a: Greedent|304/347|[from] Stealth Rock |move|p1a: Exeggutor|Psychic Noise|p2a: Greedent |-damage|p2a: Greedent|195/347 |-start|p2a: Greedent|move: Heal Block | |upkeep |turn|21 | |t:|1724602811 |move|p2a: Greedent|Swords Dance|p2a: Greedent |-boost|p2a: Greedent|atk|2 |cant|p1a: Exeggutor|par | |-end|p2a: Greedent|move: Heal Block |upkeep |turn|22 | |t:|1724602813 |move|p2a: Greedent|Earthquake|p1a: Exeggutor |-supereffective|p1a: Exeggutor |-damage|p1a: Exeggutor|7/312 par |-enditem|p1a: Exeggutor|Sitrus Berry|[eat] |-heal|p1a: Exeggutor|85/312 par|[from] item: Sitrus Berry |move|p1a: Exeggutor|Psychic Noise|p2a: Greedent |-damage|p2a: Greedent|81/347 |-start|p2a: Greedent|move: Heal Block | |upkeep |turn|23 | |t:|1724602816 |move|p2a: Greedent|Knock Off|p1a: Exeggutor |-damage|p1a: Exeggutor|0 fnt |faint|p1a: Exeggutor | |-end|p2a: Greedent|move: Heal Block |upkeep |-enditem|p2a: Greedent|Sitrus Berry|[eat] |-heal|p2a: Greedent|167/347|[from] item: Sitrus Berry |-heal|p2a: Greedent|282/347|[from] ability: Cheek Pouch |l|☆makemegowalnuts |player|p1| |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Evo Evo Evolving) |inactive|makemegowalnuts has 30 seconds to reconnect! |inactive|makemegowalnuts has 20 seconds to reconnect! |inactive|makemegowalnuts has 15 seconds to reconnect! |inactive|makemegowalnuts has 10 seconds to reconnect! |inactive|makemegowalnuts has 5 seconds to reconnect! |-message|makemegowalnuts lost due to inactivity. | |win|Evo Evo Evolving |raw|makemegowalnuts's rating: 2216 &rarr; <strong>2200</strong><br />(-16 for losing) |raw|Evo Evo Evolving's rating: 2287 &rarr; <strong>2303</strong><br />(+16 for winning)
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\n\nHere is the impact of the player's conkeldurr moves and the hp range that the move will do:\nknockoff: 5% - 6%\nfacade: 2% - 3%\nmachpunch: 9% - 11%\n\n\nHere is the impact of the opponent's sudowoodo moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is conkeldurr. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move machpunch\n3. /choose switch illumise\n4. /choose switch galvantula\n5. /choose switch rhydon\n6. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\n\nHere is the impact of the player's conkeldurr moves and the hp range that the move will do:\nknockoff: 34% - 40%\nfacade: 36% - 43%\nmachpunch: 16% - 19%\n\n\nHere is the impact of the opponent's arbok moves and the hp range that the move will do:\nknockoff: 8% - 10%\n\n\nThe winner's active Pokemon is conkeldurr. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move machpunch\n3. /choose switch illumise\n4. /choose switch galvantula\n5. /choose switch rhydon\n6. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move facade\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nthunderwave: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's exeggutor moves and the hp range that the move will do:\npsychicnoise: 60% - 71%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move thunderwave\n1. /choose move roost\n2. /choose switch conkeldurr\n3. /choose switch galvantula\n4. /choose switch rhydon\n5. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move thunderwave\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\n\nHere is the impact of the player's conkeldurr moves and the hp range that the move will do:\nknockoff: 7% - 9%\nfacade: 8% - 10%\nmachpunch: 14% - 17%\n\n\nHere is the impact of the opponent's chansey moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is conkeldurr. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move machpunch\n3. /choose switch illumise\n4. /choose switch galvantula\n5. /choose switch rhydon\n6. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\n\nHere is the impact of the player's galvantula moves and the hp range that the move will do:\nbugbuzz: 173% - 205%\nstickyweb: 0 - 0\n\n\nHere is the impact of the opponent's grafaiai moves and the hp range that the move will do:\ngunkshot: 67% - 79%\n\n\nThe winner's active Pokemon is galvantula. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move stickyweb\n2. /choose switch illumise\n3. /choose switch rhydon\n4. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move bugbuzz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nthunderwave: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's sudowoodo moves and the hp range that the move will do:\nearthquake: 27% - 32%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move thunderwave\n1. /choose move roost\n2. /choose switch rhydon\n3. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move roost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\n\nHere is the impact of the player's rhydon moves and the hp range that the move will do:\nstealthrock: 0 - 0\nmegahorn: 15% - 18%\nearthquake: 19% - 22%\nstoneedge: 19% - 22%\n\n\nHere is the impact of the opponent's chansey moves and the hp range that the move will do:\nstealthrock: 0 - 0\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is rhydon. They had the following choices:\n0. /choose move stealthrock\n1. /choose move megahorn\n2. /choose move earthquake\n3. /choose move stoneedge\n4. /choose move stealthrock terastallize\n5. /choose move megahorn terastallize\n6. /choose move earthquake terastallize\n7. /choose move stoneedge terastallize\n8. /choose switch illumise\n9. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\nturn 13\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\nmove p2a: Rhydon Stealth Rock p1a: Exeggutor\n-sidestart p1: makemegowalnuts move: Stealth Rock\nturn 14\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\n-activate p1a: Sudowoodo move: Sticky Web\n-unboost p1a: Sudowoodo spe 1\n-damage p1a: Sudowoodo 249/284 [from] Stealth Rock\n-terastallize p2a: Rhydon Dragon\nmove p2a: Rhydon Megahorn p1a: Sudowoodo\n-damage p1a: Sudowoodo 170/284\n\nHere is the impact of the player's rhydon moves and the hp range that the move will do:\nstealthrock: 0 - 0\nmegahorn: 16% - 19%\nearthquake: 41% - 49%\nstoneedge: 20% - 24%\n\n\nHere is the impact of the opponent's sudowoodo moves and the hp range that the move will do:\nearthquake: 21% - 25%\n\n\nThe winner's active Pokemon is rhydon. They had the following choices:\n0. /choose move stealthrock\n1. /choose move megahorn\n2. /choose move earthquake\n3. /choose move stoneedge\n4. /choose switch illumise\n5. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\nturn 13\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\nmove p2a: Rhydon Stealth Rock p1a: Exeggutor\n-sidestart p1: makemegowalnuts move: Stealth Rock\nturn 14\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\n-activate p1a: Sudowoodo move: Sticky Web\n-unboost p1a: Sudowoodo spe 1\n-damage p1a: Sudowoodo 249/284 [from] Stealth Rock\n-terastallize p2a: Rhydon Dragon\nmove p2a: Rhydon Megahorn p1a: Sudowoodo\n-damage p1a: Sudowoodo 170/284\nturn 15\nmove p2a: Rhydon Earthquake p1a: Sudowoodo\n-damage p1a: Sudowoodo 0 fnt\nfaint p1a: Sudowoodo\nswitch p1a: Frosmoth Frosmoth, L82, M 249/249\nturn 16\nmove p1a: Frosmoth Ice Beam p2a: Rhydon\n-damage p2a: Rhydon 74/317\nmove p2a: Rhydon Stone Edge p1a: Frosmoth\n-damage p1a: Frosmoth 0 fnt\nfaint p1a: Frosmoth\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\n-damage p1a: Exeggutor 273/312 [from] Stealth Rock\n\nHere is the impact of the player's rhydon moves and the hp range that the move will do:\nstealthrock: 0 - 0\nmegahorn: 50% - 59%\nearthquake: 7% - 9%\nstoneedge: 15% - 18%\n\n\nHere is the impact of the opponent's exeggutor moves and the hp range that the move will do:\npsychicnoise: 228% - 271%\n\n\nThe winner's active Pokemon is rhydon. They had the following choices:\n0. /choose move stealthrock\n1. /choose move megahorn\n2. /choose move earthquake\n3. /choose move stoneedge\n4. /choose switch illumise\n5. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose switch illumise\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\nturn 13\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\nmove p2a: Rhydon Stealth Rock p1a: Exeggutor\n-sidestart p1: makemegowalnuts move: Stealth Rock\nturn 14\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\n-activate p1a: Sudowoodo move: Sticky Web\n-unboost p1a: Sudowoodo spe 1\n-damage p1a: Sudowoodo 249/284 [from] Stealth Rock\n-terastallize p2a: Rhydon Dragon\nmove p2a: Rhydon Megahorn p1a: Sudowoodo\n-damage p1a: Sudowoodo 170/284\nturn 15\nmove p2a: Rhydon Earthquake p1a: Sudowoodo\n-damage p1a: Sudowoodo 0 fnt\nfaint p1a: Sudowoodo\nswitch p1a: Frosmoth Frosmoth, L82, M 249/249\nturn 16\nmove p1a: Frosmoth Ice Beam p2a: Rhydon\n-damage p2a: Rhydon 74/317\nmove p2a: Rhydon Stone Edge p1a: Frosmoth\n-damage p1a: Frosmoth 0 fnt\nfaint p1a: Frosmoth\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\n-damage p1a: Exeggutor 273/312 [from] Stealth Rock\nturn 17\nswitch p2a: Illumise Illumise, L91, F 266/266\n-terastallize p1a: Exeggutor Steel\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 155/266\n-start p2a: Illumise move: Heal Block\nturn 18\nmove p2a: Illumise Thunder Wave p1a: Exeggutor\n-status p1a: Exeggutor par\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 44/266\n-end p2a: Illumise move: Heal Block\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nthunderwave: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's exeggutor moves and the hp range that the move will do:\npsychicnoise: 220% - 261%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move thunderwave\n1. /choose move roost\n2. /choose switch rhydon\n3. /choose switch greedent\n\n\nThe winner chose to do the following:\n/choose move roost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\nturn 13\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\nmove p2a: Rhydon Stealth Rock p1a: Exeggutor\n-sidestart p1: makemegowalnuts move: Stealth Rock\nturn 14\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\n-activate p1a: Sudowoodo move: Sticky Web\n-unboost p1a: Sudowoodo spe 1\n-damage p1a: Sudowoodo 249/284 [from] Stealth Rock\n-terastallize p2a: Rhydon Dragon\nmove p2a: Rhydon Megahorn p1a: Sudowoodo\n-damage p1a: Sudowoodo 170/284\nturn 15\nmove p2a: Rhydon Earthquake p1a: Sudowoodo\n-damage p1a: Sudowoodo 0 fnt\nfaint p1a: Sudowoodo\nswitch p1a: Frosmoth Frosmoth, L82, M 249/249\nturn 16\nmove p1a: Frosmoth Ice Beam p2a: Rhydon\n-damage p2a: Rhydon 74/317\nmove p2a: Rhydon Stone Edge p1a: Frosmoth\n-damage p1a: Frosmoth 0 fnt\nfaint p1a: Frosmoth\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\n-damage p1a: Exeggutor 273/312 [from] Stealth Rock\nturn 17\nswitch p2a: Illumise Illumise, L91, F 266/266\n-terastallize p1a: Exeggutor Steel\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 155/266\n-start p2a: Illumise move: Heal Block\nturn 18\nmove p2a: Illumise Thunder Wave p1a: Exeggutor\n-status p1a: Exeggutor par\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 44/266\n-end p2a: Illumise move: Heal Block\nturn 19\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 177/266\n-singleturn p2a: Illumise move: Roost\ncant p1a: Exeggutor par\nturn 20\nswitch p2a: Greedent Greedent, L86, M 347/347\n-damage p2a: Greedent 304/347 [from] Stealth Rock\nmove p1a: Exeggutor Psychic Noise p2a: Greedent\n-damage p2a: Greedent 195/347\n-start p2a: Greedent move: Heal Block\n\nHere is the impact of the player's greedent moves and the hp range that the move will do:\nswordsdance: 0 - 0\nearthquake: 16% - 19%\nknockoff: 5% - 6%\n\n\nHere is the impact of the opponent's exeggutor moves and the hp range that the move will do:\npsychicnoise: 58% - 69%\n\n\nThe winner's active Pokemon is greedent. They had the following choices:\n0. /choose move swordsdance\n1. /choose move earthquake\n2. /choose move knockoff\n3. /choose switch illumise\n4. /choose switch rhydon\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nswitch p2a: Conkeldurr Conkeldurr, L80, F 299/299\nturn 1\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Conkeldurr atk 1\nmove p2a: Conkeldurr Knock Off p1a: Arbok\n-damage p1a: Arbok 185/246\n-enditem p1a: Arbok Choice Band [from] move: Knock Off [of] p2a: Conkeldurr\n-status p2a: Conkeldurr brn [from] item: Flame Orb\nturn 2\nmove p1a: Arbok Knock Off p2a: Conkeldurr\n-damage p2a: Conkeldurr 263/299 brn\n-enditem p2a: Conkeldurr Flame Orb [from] move: Knock Off [of] p1a: Arbok\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 54/246\n-damage p2a: Conkeldurr 245/299 brn [from] brn\nturn 3\nmove p1a: Arbok Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 113/299 brn\nmove p2a: Conkeldurr Facade p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\n-damage p2a: Conkeldurr 95/299 brn [from] brn\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 160/266\n-start p2a: Illumise move: Heal Block\nturn 5\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Illumise Thunder Wave p1a: Chansey\n-status p1a: Chansey par\n-end p2a: Illumise move: Heal Block\nturn 6\nswitch p2a: Conkeldurr Conkeldurr, L80, F 95/299 brn\nmove p1a: Chansey Stealth Rock p2a: Conkeldurr\n-sidestart p2: Evo Evo Evolving move: Stealth Rock\n-damage p2a: Conkeldurr 77/299 brn [from] brn\nturn 7\n-curestatus p1a: Chansey par [from] ability: Natural Cure\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Conkeldurr Knock Off p1a: Grafaiai\n-damage p1a: Grafaiai 106/249\n-enditem p1a: Grafaiai Heavy-Duty Boots [from] move: Knock Off [of] p2a: Conkeldurr\n-damage p2a: Conkeldurr 59/299 brn [from] brn\nturn 8\nmove p2a: Conkeldurr Mach Punch p1a: Grafaiai\n-damage p1a: Grafaiai 12/249\nmove p1a: Grafaiai Gunk Shot p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\nswitch p2a: Galvantula Galvantula, L82, M 249/249\nturn 9\nmove p1a: Grafaiai Gunk Shot p2a: Galvantula\n-damage p2a: Galvantula 74/249\nmove p2a: Galvantula Bug Buzz p1a: Grafaiai\n-damage p1a: Grafaiai 0 fnt\nfaint p1a: Grafaiai\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\nturn 10\nmove p2a: Galvantula Sticky Web p1a: Sudowoodo\n-sidestart p1: makemegowalnuts move: Sticky Web\nmove p1a: Sudowoodo Earthquake p2a: Galvantula\n-damage p2a: Galvantula 0 fnt\nfaint p2a: Galvantula\nswitch p2a: Illumise Illumise, L91, F 160/266\nturn 11\nswitch p1a: Chansey Chansey, L85, F 564/564\n-activate p1a: Chansey move: Sticky Web\n-unboost p1a: Chansey spe 1\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 266/266\n-singleturn p2a: Illumise move: Roost\nturn 12\nswitch p2a: Rhydon Rhydon, L85, M 317/317\n-damage p2a: Rhydon 298/317 [from] Stealth Rock\nmove p1a: Chansey Thunder Wave p2a: Rhydon\n-ability p2a: Rhydon Lightning Rod boost\n-boost p2a: Rhydon spa 1\nturn 13\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\nmove p2a: Rhydon Stealth Rock p1a: Exeggutor\n-sidestart p1: makemegowalnuts move: Stealth Rock\nturn 14\nswitch p1a: Sudowoodo Sudowoodo, L94, M 284/284\n-activate p1a: Sudowoodo move: Sticky Web\n-unboost p1a: Sudowoodo spe 1\n-damage p1a: Sudowoodo 249/284 [from] Stealth Rock\n-terastallize p2a: Rhydon Dragon\nmove p2a: Rhydon Megahorn p1a: Sudowoodo\n-damage p1a: Sudowoodo 170/284\nturn 15\nmove p2a: Rhydon Earthquake p1a: Sudowoodo\n-damage p1a: Sudowoodo 0 fnt\nfaint p1a: Sudowoodo\nswitch p1a: Frosmoth Frosmoth, L82, M 249/249\nturn 16\nmove p1a: Frosmoth Ice Beam p2a: Rhydon\n-damage p2a: Rhydon 74/317\nmove p2a: Rhydon Stone Edge p1a: Frosmoth\n-damage p1a: Frosmoth 0 fnt\nfaint p1a: Frosmoth\nswitch p1a: Exeggutor Exeggutor, L89, M 312/312\n-activate p1a: Exeggutor move: Sticky Web\n-unboost p1a: Exeggutor spe 1\n-damage p1a: Exeggutor 273/312 [from] Stealth Rock\nturn 17\nswitch p2a: Illumise Illumise, L91, F 266/266\n-terastallize p1a: Exeggutor Steel\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 155/266\n-start p2a: Illumise move: Heal Block\nturn 18\nmove p2a: Illumise Thunder Wave p1a: Exeggutor\n-status p1a: Exeggutor par\nmove p1a: Exeggutor Psychic Noise p2a: Illumise\n-damage p2a: Illumise 44/266\n-end p2a: Illumise move: Heal Block\nturn 19\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 177/266\n-singleturn p2a: Illumise move: Roost\ncant p1a: Exeggutor par\nturn 20\nswitch p2a: Greedent Greedent, L86, M 347/347\n-damage p2a: Greedent 304/347 [from] Stealth Rock\nmove p1a: Exeggutor Psychic Noise p2a: Greedent\n-damage p2a: Greedent 195/347\n-start p2a: Greedent move: Heal Block\nturn 21\nmove p2a: Greedent Swords Dance p2a: Greedent\n-boost p2a: Greedent atk 2\ncant p1a: Exeggutor par\n-end p2a: Greedent move: Heal Block\nturn 22\nmove p2a: Greedent Earthquake p1a: Exeggutor\n-damage p1a: Exeggutor 7/312 par\n-enditem p1a: Exeggutor Sitrus Berry [eat]\n-heal p1a: Exeggutor 85/312 par [from] item: Sitrus Berry\nmove p1a: Exeggutor Psychic Noise p2a: Greedent\n-damage p2a: Greedent 81/347\n-start p2a: Greedent move: Heal Block\n\nHere is the impact of the player's greedent moves and the hp range that the move will do:\nswordsdance: 0 - 0\nearthquake: 104% - 123%\nknockoff: 33% - 40%\n\n\nHere is the impact of the opponent's exeggutor moves and the hp range that the move will do:\npsychicnoise: 140% - 166%\n\n\nThe winner's active Pokemon is greedent. They had the following choices:\n0. /choose move swordsdance\n1. /choose move earthquake\n2. /choose move knockoff\n3. /choose switch illumise\n4. /choose switch rhydon\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,317
gen9randombattle-2176119707
2,200
|j|☆Lavaclaw |j|☆miguel04cruz |t:|1723137566 |gametype|singles |player|p1|Lavaclaw|psychic-gen4|2177 |player|p2|miguel04cruz|blaine|2237 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1723137566 |start |switch|p1a: Arceus|Arceus-Psychic, L69|280/280 |switch|p2a: Poliwrath|Poliwrath, L88, M|302/302 |turn|1 | |t:|1723137577 |switch|p2a: Wugtrio|Wugtrio, L91, F|212/212 |move|p1a: Arceus|Cosmic Power|p1a: Arceus |-boost|p1a: Arceus|def|1 |-boost|p1a: Arceus|spd|1 | |upkeep |turn|2 | |t:|1723137585 |move|p2a: Wugtrio|Throat Chop|p1a: Arceus |-supereffective|p1a: Arceus |-damage|p1a: Arceus|138/280 |-start|p1a: Arceus|Throat Chop|[silent] |move|p1a: Arceus|Cosmic Power|p1a: Arceus |-boost|p1a: Arceus|def|1 |-boost|p1a: Arceus|spd|1 | |upkeep |turn|3 | |t:|1723137593 |switch|p2a: Meowstic|Meowstic-F, L89, F|277/277 |-terastallize|p1a: Arceus|Steel |move|p1a: Arceus|Recover|p1a: Arceus |-heal|p1a: Arceus|278/280 | |-end|p1a: Arceus|Throat Chop|[silent] |upkeep |turn|4 | |t:|1723137601 |move|p2a: Meowstic|Nasty Plot|p2a: Meowstic |-boost|p2a: Meowstic|spa|2 |move|p1a: Arceus|Cosmic Power|p1a: Arceus |-boost|p1a: Arceus|def|1 |-boost|p1a: Arceus|spd|1 | |upkeep |turn|5 | |t:|1723137605 |move|p2a: Meowstic|Thunderbolt|p1a: Arceus |-damage|p1a: Arceus|210/280 |-damage|p2a: Meowstic|250/277|[from] item: Life Orb |move|p1a: Arceus|Stored Power|p2a: Meowstic |-resisted|p2a: Meowstic |-damage|p2a: Meowstic|184/277 | |upkeep |turn|6 | |t:|1723137611 |move|p2a: Meowstic|Nasty Plot|p2a: Meowstic |-boost|p2a: Meowstic|spa|2 |move|p1a: Arceus|Cosmic Power|p1a: Arceus |-boost|p1a: Arceus|def|1 |-boost|p1a: Arceus|spd|1 | |upkeep |turn|7 | |t:|1723137613 |move|p2a: Meowstic|Thunderbolt|p1a: Arceus |-damage|p1a: Arceus|137/280 |-damage|p2a: Meowstic|157/277|[from] item: Life Orb |move|p1a: Arceus|Recover|p1a: Arceus |-heal|p1a: Arceus|277/280 | |upkeep |turn|8 | |t:|1723137616 |move|p2a: Meowstic|Nasty Plot|p2a: Meowstic |-boost|p2a: Meowstic|spa|2 |move|p1a: Arceus|Stored Power|p2a: Meowstic |-resisted|p2a: Meowstic |-damage|p2a: Meowstic|64/277 | |upkeep |turn|9 | |t:|1723137622 |move|p2a: Meowstic|Thunderbolt|p1a: Arceus |-damage|p1a: Arceus|170/280 |-status|p1a: Arceus|par |-damage|p2a: Meowstic|37/277|[from] item: Life Orb |move|p1a: Arceus|Stored Power|p2a: Meowstic |-resisted|p2a: Meowstic |-damage|p2a: Meowstic|0 fnt |faint|p2a: Meowstic | |upkeep | |t:|1723137638 |switch|p2a: Poliwrath|Poliwrath, L88, M|302/302 |turn|10 | |t:|1723137645 |move|p2a: Poliwrath|Close Combat|p1a: Arceus |-supereffective|p1a: Arceus |-damage|p1a: Arceus|53/280 par |-unboost|p2a: Poliwrath|def|1 |-unboost|p2a: Poliwrath|spd|1 |-damage|p2a: Poliwrath|272/302|[from] item: Life Orb |move|p1a: Arceus|Stored Power|p2a: Poliwrath |-supereffective|p2a: Poliwrath |-damage|p2a: Poliwrath|0 fnt |faint|p2a: Poliwrath | |upkeep | |t:|1723137649 |switch|p2a: Zacian|Zacian-Crowned, L64|225/225 |-ability|p2a: Zacian|Intrepid Sword|boost |-boost|p2a: Zacian|atk|1 |turn|11 | |t:|1723137653 |move|p2a: Zacian|Close Combat|p1a: Arceus |-supereffective|p1a: Arceus |-damage|p1a: Arceus|0 fnt |-unboost|p2a: Zacian|def|1 |-unboost|p2a: Zacian|spd|1 |faint|p1a: Arceus | |upkeep | |t:|1723137656 |switch|p1a: Groudon|Groudon, L72|263/263 |-weather|SunnyDay|[from] ability: Drought|[of] p1a: Groudon |turn|12 | |t:|1723137662 |move|p2a: Zacian|Behemoth Blade|p1a: Groudon |-damage|p1a: Groudon|155/263 |move|p1a: Groudon|Precipice Blades|p2a: Zacian |-supereffective|p2a: Zacian |-damage|p2a: Zacian|0 fnt |faint|p2a: Zacian | |-weather|SunnyDay|[upkeep] |-heal|p1a: Groudon|171/263|[from] item: Leftovers |upkeep | |t:|1723137667 |switch|p2a: Sceptile|Sceptile, L87, M|264/264 |turn|13 | |t:|1723137679 |move|p2a: Sceptile|Leaf Storm|p1a: Groudon |-supereffective|p1a: Groudon |-damage|p1a: Groudon|0 fnt |-unboost|p2a: Sceptile|spa|2 |faint|p1a: Groudon |-damage|p2a: Sceptile|238/264|[from] item: Life Orb | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1723137688 |switch|p1a: Ogerpon|Ogerpon, L80, F|259/259 |turn|14 | |t:|1723137693 |move|p2a: Sceptile|Shed Tail|p2a: Sceptile |-start|p2a: Sceptile|Substitute|[from] move: Shed Tail |-damage|p2a: Sceptile|106/264 | |t:|1723137697 |switch|p2a: Spidops|Spidops, L96, F|271/271|[from] Shed Tail |move|p1a: Ogerpon|Knock Off|p2a: Spidops |-end|p2a: Spidops|Substitute |-damage|p1a: Ogerpon|234/259|[from] item: Life Orb | |-weather|SunnyDay|[upkeep] |upkeep |turn|15 | |t:|1723137702 |switch|p1a: Qwilfish|Qwilfish, L86, M|252/252 |-ability|p1a: Qwilfish|Intimidate|boost |-unboost|p2a: Spidops|atk|1 |move|p2a: Spidops|Sticky Web|p1a: Qwilfish |-sidestart|p1: Lavaclaw|move: Sticky Web | |-weather|SunnyDay|[upkeep] |upkeep |turn|16 | |t:|1723137706 |move|p1a: Qwilfish|Toxic Spikes|p2a: Spidops |-sidestart|p2: miguel04cruz|move: Toxic Spikes |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|204/252 |-enditem|p1a: Qwilfish|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Spidops | |-weather|none |upkeep |turn|17 | |t:|1723137710 |move|p1a: Qwilfish|Toxic Spikes|p2a: Spidops |-sidestart|p2: miguel04cruz|move: Toxic Spikes |move|p2a: Spidops|Toxic Spikes|p1a: Qwilfish |-sidestart|p1: Lavaclaw|move: Toxic Spikes | |upkeep |turn|18 | |t:|1723137715 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops |-damage|p2a: Spidops|157/271 |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|168/252 | |upkeep |turn|19 | |t:|1723137727 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops|[miss] |-miss|p1a: Qwilfish|p2a: Spidops |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|135/252 | |upkeep |turn|20 | |t:|1723137729 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops |-damage|p2a: Spidops|55/271 |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|103/252 | |upkeep |turn|21 | |t:|1723137733 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops|[miss] |-miss|p1a: Qwilfish|p2a: Spidops |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|67/252 | |upkeep |turn|22 | |t:|1723137736 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops|[miss] |-miss|p1a: Qwilfish|p2a: Spidops |move|p2a: Spidops|Knock Off|p1a: Qwilfish |-damage|p1a: Qwilfish|35/252 | |upkeep |turn|23 | |t:|1723137738 |move|p1a: Qwilfish|Gunk Shot|p2a: Spidops |-damage|p2a: Spidops|0 fnt |faint|p2a: Spidops | |upkeep | |t:|1723137743 |switch|p2a: Sceptile|Sceptile, L87, M|106/264 |-status|p2a: Sceptile|tox |turn|24 | |t:|1723137749 |move|p2a: Sceptile|Earthquake|p1a: Qwilfish |-supereffective|p1a: Qwilfish |-damage|p1a: Qwilfish|0 fnt |faint|p1a: Qwilfish |-damage|p2a: Sceptile|80/264 tox|[from] item: Life Orb | |-damage|p2a: Sceptile|64/264 tox|[from] psn |upkeep | |t:|1723137751 |switch|p1a: Gardevoir|Gardevoir, L83, F|249/249 |-activate|p1a: Gardevoir|move: Sticky Web |-unboost|p1a: Gardevoir|spe|1 |-status|p1a: Gardevoir|psn |-ability|p1a: Gardevoir|Overgrow|[from] ability: Trace|[of] p2a: Sceptile |turn|25 | |t:|1723137757 |move|p2a: Sceptile|Leaf Storm|p1a: Gardevoir |-damage|p1a: Gardevoir|0 fnt |-unboost|p2a: Sceptile|spa|2 |faint|p1a: Gardevoir |-damage|p2a: Sceptile|38/264 tox|[from] item: Life Orb | |-damage|p2a: Sceptile|6/264 tox|[from] psn |upkeep | |t:|1723137763 |switch|p1a: Ogerpon|Ogerpon, L80, F|234/259 |-activate|p1a: Ogerpon|move: Sticky Web |-unboost|p1a: Ogerpon|spe|1 |-ability|p1a: Ogerpon|Defiant|boost |-boost|p1a: Ogerpon|atk|2 |-status|p1a: Ogerpon|psn |turn|26 | |t:|1723137768 |move|p2a: Sceptile|Earthquake|p1a: Ogerpon |-resisted|p1a: Ogerpon |-damage|p1a: Ogerpon|187/259 psn |-damage|p2a: Sceptile|0 fnt|[from] item: Life Orb |faint|p2a: Sceptile |move|p1a: Ogerpon|Knock Off|p2: Sceptile|[notarget] |-fail|p1a: Ogerpon | |-damage|p1a: Ogerpon|155/259 psn|[from] psn |upkeep | |t:|1723137772 |switch|p2a: Wugtrio|Wugtrio, L91, F|212/212 |-status|p2a: Wugtrio|tox |turn|27 | |t:|1723137778 |move|p2a: Wugtrio|Throat Chop|p1a: Ogerpon |-damage|p1a: Ogerpon|44/259 psn |-start|p1a: Ogerpon|Throat Chop|[silent] |move|p1a: Ogerpon|Ivy Cudgel|p2a: Wugtrio |-supereffective|p2a: Wugtrio |-damage|p2a: Wugtrio|0 fnt |faint|p2a: Wugtrio |-damage|p1a: Ogerpon|19/259 psn|[from] item: Life Orb | |win|Lavaclaw |raw|Lavaclaw's rating: 2177 &rarr; <strong>2200</strong><br />(+23 for winning) |raw|miguel04cruz's rating: 2237 &rarr; <strong>2214</strong><br />(-23 for losing) |l|☆miguel04cruz |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 3% - 4%\n\n\nHere is the impact of the opponent's poliwrath moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose move cosmicpower terastallize\n4. /choose move recover terastallize\n5. /choose move storedpower terastallize\n6. /choose switch groudon\n7. /choose switch ogerpon\n8. /choose switch qwilfish\n9. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move cosmicpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 22% - 26%\n\n\nHere is the impact of the opponent's wugtrio moves and the hp range that the move will do:\nthroatchop: 43% - 52%\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose move cosmicpower terastallize\n4. /choose move recover terastallize\n5. /choose move storedpower terastallize\n6. /choose switch groudon\n7. /choose switch ogerpon\n8. /choose switch qwilfish\n9. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 7% - 9%\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\nnastyplot: 0 - 0\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose switch groudon\n4. /choose switch ogerpon\n5. /choose switch qwilfish\n6. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move storedpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 15% - 18%\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\nnastyplot: 0 - 0\nthunderbolt: 33% - 39%\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose switch groudon\n4. /choose switch ogerpon\n5. /choose switch qwilfish\n6. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 43% - 52%\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\nnastyplot: 0 - 0\nthunderbolt: 33% - 39%\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose switch groudon\n4. /choose switch ogerpon\n5. /choose switch qwilfish\n6. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move storedpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\n\nHere is the impact of the player's arceuspsychic moves and the hp range that the move will do:\ncosmicpower: 0 - 0\nrecover: 0 - 0\nstoredpower: 15% - 18%\n\n\nHere is the impact of the opponent's zaciancrowned moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is arceuspsychic. They had the following choices:\n0. /choose move cosmicpower\n1. /choose move recover\n2. /choose move storedpower\n3. /choose switch groudon\n4. /choose switch ogerpon\n5. /choose switch qwilfish\n6. /choose switch gardevoir\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in groudon.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\n\nHere is the impact of the player's groudon moves and the hp range that the move will do:\nprecipiceblades: 11% - 14%\n\n\nHere is the impact of the opponent's sceptile moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is groudon. They had the following choices:\n0. /choose move precipiceblades\n1. /choose switch ogerpon\n2. /choose switch qwilfish\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ogerpon.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\n\nHere is the impact of the player's ogerpon moves and the hp range that the move will do:\nknockoff: 7% - 9%\nivycudgel: 8% - 10%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ogerpon. They had the following choices:\n0. /choose move knockoff\n1. /choose move ivycudgel\n2. /choose switch qwilfish\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose switch qwilfish\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\n\nHere is the impact of the player's qwilfish moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\ngunkshot: 15% - 17%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nstickyweb: 0 - 0\nknockoff: 15% - 18%\n\n\nThe winner's active Pokemon is qwilfish. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move gunkshot\n2. /choose switch ogerpon\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move toxicspikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\nturn 17\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Toxic Spikes p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Toxic Spikes\nturn 18\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 157/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 168/252\n\nHere is the impact of the player's qwilfish moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\ngunkshot: 25% - 30%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nstickyweb: 0 - 0\nknockoff: 19% - 22%\ntoxicspikes: 0 - 0\n\n\nThe winner's active Pokemon is qwilfish. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move gunkshot\n2. /choose switch ogerpon\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\nturn 17\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Toxic Spikes p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Toxic Spikes\nturn 18\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 157/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 168/252\nturn 19\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 135/252\nturn 20\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 55/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 103/252\n\nHere is the impact of the player's qwilfish moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\ngunkshot: 74% - 88%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nstickyweb: 0 - 0\nknockoff: 31% - 36%\ntoxicspikes: 0 - 0\n\n\nThe winner's active Pokemon is qwilfish. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move gunkshot\n2. /choose switch ogerpon\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\nturn 17\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Toxic Spikes p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Toxic Spikes\nturn 18\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 157/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 168/252\nturn 19\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 135/252\nturn 20\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 55/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 103/252\nturn 21\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 67/252\nturn 22\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 35/252\n\nHere is the impact of the player's qwilfish moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\ngunkshot: 74% - 88%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nstickyweb: 0 - 0\nknockoff: 91% - 108%\ntoxicspikes: 0 - 0\n\n\nThe winner's active Pokemon is qwilfish. They had the following choices:\n0. /choose move toxicspikes\n1. /choose move gunkshot\n2. /choose switch ogerpon\n3. /choose switch gardevoir\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\nturn 17\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Toxic Spikes p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Toxic Spikes\nturn 18\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 157/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 168/252\nturn 19\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 135/252\nturn 20\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 55/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 103/252\nturn 21\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 67/252\nturn 22\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 35/252\nturn 23\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Sceptile Sceptile, L87, M 106/264\n-status p2a: Sceptile tox\nturn 24\nmove p2a: Sceptile Earthquake p1a: Qwilfish\n-damage p1a: Qwilfish 0 fnt\nfaint p1a: Qwilfish\n-damage p2a: Sceptile 80/264 tox [from] item: Life Orb\n-damage p2a: Sceptile 64/264 tox [from] psn\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Overgrow [from] ability: Trace [of] p2a: Sceptile\n\nHere is the impact of the player's gardevoir moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's sceptile moves and the hp range that the move will do:\nleafstorm: 61% - 71%\nshedtail: 0 - 0\nearthquake: 41% - 49%\n\n\nThe winner's active Pokemon is gardevoir. They had the following choices:\n0. /choose switch ogerpon\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ogerpon.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Arceus Arceus-Psychic, L69 280/280\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 1\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 2\nmove p2a: Wugtrio Throat Chop p1a: Arceus\n-damage p1a: Arceus 138/280\n-start p1a: Arceus Throat Chop [silent]\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 3\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n-terastallize p1a: Arceus Steel\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 278/280\n-end p1a: Arceus Throat Chop [silent]\nturn 4\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 5\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 210/280\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 184/277\nturn 6\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Cosmic Power p1a: Arceus\n-boost p1a: Arceus def 1\n-boost p1a: Arceus spd 1\nturn 7\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 137/280\n-damage p2a: Meowstic 157/277 [from] item: Life Orb\nmove p1a: Arceus Recover p1a: Arceus\n-heal p1a: Arceus 277/280\nturn 8\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 64/277\nturn 9\nmove p2a: Meowstic Thunderbolt p1a: Arceus\n-damage p1a: Arceus 170/280\n-status p1a: Arceus par\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Poliwrath Poliwrath, L88, M 302/302\nturn 10\nmove p2a: Poliwrath Close Combat p1a: Arceus\n-damage p1a: Arceus 53/280 par\n-unboost p2a: Poliwrath def 1\n-unboost p2a: Poliwrath spd 1\n-damage p2a: Poliwrath 272/302 [from] item: Life Orb\nmove p1a: Arceus Stored Power p2a: Poliwrath\n-damage p2a: Poliwrath 0 fnt\nfaint p2a: Poliwrath\nswitch p2a: Zacian Zacian-Crowned, L64 225/225\n-ability p2a: Zacian Intrepid Sword boost\n-boost p2a: Zacian atk 1\nturn 11\nmove p2a: Zacian Close Combat p1a: Arceus\n-damage p1a: Arceus 0 fnt\n-unboost p2a: Zacian def 1\n-unboost p2a: Zacian spd 1\nfaint p1a: Arceus\nswitch p1a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p1a: Groudon\nturn 12\nmove p2a: Zacian Behemoth Blade p1a: Groudon\n-damage p1a: Groudon 155/263\nmove p1a: Groudon Precipice Blades p2a: Zacian\n-damage p2a: Zacian 0 fnt\nfaint p2a: Zacian\n-weather SunnyDay [upkeep]\n-heal p1a: Groudon 171/263 [from] item: Leftovers\nswitch p2a: Sceptile Sceptile, L87, M 264/264\nturn 13\nmove p2a: Sceptile Leaf Storm p1a: Groudon\n-damage p1a: Groudon 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Groudon\n-damage p2a: Sceptile 238/264 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nswitch p1a: Ogerpon Ogerpon, L80, F 259/259\nturn 14\nmove p2a: Sceptile Shed Tail p2a: Sceptile\n-start p2a: Sceptile Substitute [from] move: Shed Tail\n-damage p2a: Sceptile 106/264\nswitch p2a: Spidops Spidops, L96, F 271/271 [from] Shed Tail\nmove p1a: Ogerpon Knock Off p2a: Spidops\n-end p2a: Spidops Substitute\n-damage p1a: Ogerpon 234/259 [from] item: Life Orb\n-weather SunnyDay [upkeep]\nturn 15\nswitch p1a: Qwilfish Qwilfish, L86, M 252/252\n-ability p1a: Qwilfish Intimidate boost\n-unboost p2a: Spidops atk 1\nmove p2a: Spidops Sticky Web p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Sticky Web\n-weather SunnyDay [upkeep]\nturn 16\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 204/252\n-enditem p1a: Qwilfish Heavy-Duty Boots [from] move: Knock Off [of] p2a: Spidops\n-weather none\nturn 17\nmove p1a: Qwilfish Toxic Spikes p2a: Spidops\n-sidestart p2: miguel04cruz move: Toxic Spikes\nmove p2a: Spidops Toxic Spikes p1a: Qwilfish\n-sidestart p1: Lavaclaw move: Toxic Spikes\nturn 18\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 157/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 168/252\nturn 19\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 135/252\nturn 20\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 55/271\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 103/252\nturn 21\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 67/252\nturn 22\nmove p1a: Qwilfish Gunk Shot p2a: Spidops [miss]\nmove p2a: Spidops Knock Off p1a: Qwilfish\n-damage p1a: Qwilfish 35/252\nturn 23\nmove p1a: Qwilfish Gunk Shot p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Sceptile Sceptile, L87, M 106/264\n-status p2a: Sceptile tox\nturn 24\nmove p2a: Sceptile Earthquake p1a: Qwilfish\n-damage p1a: Qwilfish 0 fnt\nfaint p1a: Qwilfish\n-damage p2a: Sceptile 80/264 tox [from] item: Life Orb\n-damage p2a: Sceptile 64/264 tox [from] psn\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Overgrow [from] ability: Trace [of] p2a: Sceptile\nturn 25\nmove p2a: Sceptile Leaf Storm p1a: Gardevoir\n-damage p1a: Gardevoir 0 fnt\n-unboost p2a: Sceptile spa 2\nfaint p1a: Gardevoir\n-damage p2a: Sceptile 38/264 tox [from] item: Life Orb\n-damage p2a: Sceptile 6/264 tox [from] psn\nswitch p1a: Ogerpon Ogerpon, L80, F 234/259\n-activate p1a: Ogerpon move: Sticky Web\n-unboost p1a: Ogerpon spe 1\n-ability p1a: Ogerpon Defiant boost\n-boost p1a: Ogerpon atk 2\n-status p1a: Ogerpon psn\nturn 26\nmove p2a: Sceptile Earthquake p1a: Ogerpon\n-damage p1a: Ogerpon 187/259 psn\n-damage p2a: Sceptile 0 fnt [from] item: Life Orb\nfaint p2a: Sceptile\nmove p1a: Ogerpon Knock Off p2: Sceptile [notarget]\n-damage p1a: Ogerpon 155/259 psn [from] psn\nswitch p2a: Wugtrio Wugtrio, L91, F 212/212\n-status p2a: Wugtrio tox\n\nHere is the impact of the player's ogerpon moves and the hp range that the move will do:\nknockoff: 42% - 50%\nivycudgel: 198% - 233%\n\n\nHere is the impact of the opponent's wugtrio moves and the hp range that the move will do:\nthroatchop: 43% - 52%\n\n\nThe winner's active Pokemon is ogerpon. They had the following choices:\n0. /choose move knockoff\n1. /choose move ivycudgel\n\n\nThe winner chose to do the following:\n/choose move ivycudgel\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,318
gen9randombattle-2175863506
2,200
|j|‽Qiuescent |j|☆Red Song |t:|1723105146 |gametype|singles |player|p1|Qiuescent|169|2225 |player|p2|Red Song|blaine|2220 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1723105146 |start |switch|p1a: Basculin|Basculin-Blue-Striped, L86, M|261/261 |switch|p2a: Wyrdeer|Wyrdeer, L87, M|321/321 |-ability|p2a: Wyrdeer|Intimidate|boost |-unboost|p1a: Basculin|atk|1 |turn|1 |c|☆Red Song|First place in 4gen OU | |t:|1723105168 |switch|p2a: Cacturne|Cacturne, L92, F|278/278 |move|p1a: Basculin|Flip Turn|p2a: Cacturne |-immune|p2a: Cacturne|[from] ability: Water Absorb | |upkeep |turn|2 | |t:|1723105176 |switch|p1a: Eternatus|Eternatus, L69|308/308 |-ability|p1a: Eternatus|Pressure |move|p2a: Cacturne|Drain Punch|p1a: Eternatus |-resisted|p1a: Eternatus |-damage|p1a: Eternatus|257/308 |-damage|p2a: Cacturne|251/278|[from] item: Life Orb | |-heal|p1a: Eternatus|276/308|[from] item: Leftovers |upkeep |turn|3 | |t:|1723105184 |switch|p2a: Wyrdeer|Wyrdeer, L87, M|321/321 |-ability|p2a: Wyrdeer|Intimidate|boost |-unboost|p1a: Eternatus|atk|1 |move|p1a: Eternatus|Sludge Bomb|p2a: Wyrdeer |-crit|p2a: Wyrdeer |-damage|p2a: Wyrdeer|218/321 | |-heal|p1a: Eternatus|295/308|[from] item: Leftovers |upkeep |turn|4 | |t:|1723105188 |switch|p1a: Ursaring|Ursaring, L84, M|288/288 |move|p2a: Wyrdeer|Body Slam|p1a: Ursaring |-damage|p1a: Ursaring|213/288 | |upkeep |turn|5 | |t:|1723105197 |switch|p2a: Mismagius|Mismagius, L86, F|243/243 |move|p1a: Ursaring|Body Slam|p2a: Mismagius |-immune|p2a: Mismagius | |upkeep |turn|6 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Red Song) | |t:|1723105213 |switch|p1a: Diancie|Diancie, L82|216/216 |move|p2a: Mismagius|Substitute|p2a: Mismagius |-start|p2a: Mismagius|Substitute |-damage|p2a: Mismagius|183/243 | |-heal|p2a: Mismagius|198/243|[from] item: Leftovers |upkeep |turn|7 | |t:|1723105217 |move|p2a: Mismagius|Shadow Ball|p1a: Diancie |-damage|p1a: Diancie|146/216 |move|p1a: Diancie|Calm Mind|p1a: Diancie |-boost|p1a: Diancie|spa|1 |-boost|p1a: Diancie|spd|1 | |-heal|p2a: Mismagius|213/243|[from] item: Leftovers |-heal|p1a: Diancie|159/216|[from] item: Leftovers |upkeep |turn|8 |j| nocomment3 | |t:|1723105228 |move|p2a: Mismagius|Shadow Ball|p1a: Diancie |-damage|p1a: Diancie|113/216 |move|p1a: Diancie|Draining Kiss|p2a: Mismagius |-end|p2a: Mismagius|Substitute |-heal|p1a: Diancie|158/216|[from] drain|[of] p2a: Mismagius | |-heal|p2a: Mismagius|228/243|[from] item: Leftovers |-heal|p1a: Diancie|171/216|[from] item: Leftovers |upkeep |turn|9 | |t:|1723105234 |switch|p2a: Wyrdeer|Wyrdeer, L87, M|218/321 |-ability|p2a: Wyrdeer|Intimidate|boost |-fail|p1a: Diancie|unboost|[from] ability: Clear Body|[of] p1a: Diancie |move|p1a: Diancie|Diamond Storm|p2a: Wyrdeer |-damage|p2a: Wyrdeer|109/321 |-boost|p1a: Diancie|def|2 | |-heal|p1a: Diancie|184/216|[from] item: Leftovers |upkeep |turn|10 | |t:|1723105252 |move|p2a: Wyrdeer|Earthquake|p1a: Diancie |-supereffective|p1a: Diancie |-damage|p1a: Diancie|132/216 |move|p1a: Diancie|Diamond Storm|p2a: Wyrdeer |-damage|p2a: Wyrdeer|4/321 |-boost|p1a: Diancie|def|2 | |-heal|p1a: Diancie|145/216|[from] item: Leftovers |upkeep |turn|11 | |t:|1723105258 |move|p2a: Wyrdeer|Earthquake|p1a: Diancie |-supereffective|p1a: Diancie |-damage|p1a: Diancie|109/216 |move|p1a: Diancie|Draining Kiss|p2a: Wyrdeer |-damage|p2a: Wyrdeer|0 fnt |-heal|p1a: Diancie|112/216|[from] drain|[of] p2a: Wyrdeer |faint|p2a: Wyrdeer | |-heal|p1a: Diancie|125/216|[from] item: Leftovers |upkeep | |t:|1723105262 |switch|p2a: Cacturne|Cacturne, L92, F|251/278 |turn|12 | |t:|1723105266 |move|p2a: Cacturne|Seed Bomb|p1a: Diancie |-supereffective|p1a: Diancie |-damage|p1a: Diancie|60/216 |-damage|p2a: Cacturne|224/278|[from] item: Life Orb |move|p1a: Diancie|Draining Kiss|p2a: Cacturne |-supereffective|p2a: Cacturne |-damage|p2a: Cacturne|50/278 |-heal|p1a: Diancie|191/216|[from] drain|[of] p2a: Cacturne | |-heal|p1a: Diancie|204/216|[from] item: Leftovers |upkeep |turn|13 | |t:|1723105270 |move|p2a: Cacturne|Seed Bomb|p1a: Diancie |-supereffective|p1a: Diancie |-damage|p1a: Diancie|131/216 |-damage|p2a: Cacturne|23/278|[from] item: Life Orb |move|p1a: Diancie|Draining Kiss|p2a: Cacturne |-supereffective|p2a: Cacturne |-damage|p2a: Cacturne|0 fnt |-heal|p1a: Diancie|148/216|[from] drain|[of] p2a: Cacturne |faint|p2a: Cacturne | |-heal|p1a: Diancie|161/216|[from] item: Leftovers |upkeep | |t:|1723105275 |switch|p2a: Urshifu|Urshifu-Rapid-Strike, L75, M|274/274 |turn|14 | |t:|1723105279 |-terastallize|p2a: Urshifu|Water |-terastallize|p1a: Diancie|Fairy |move|p2a: Urshifu|Surging Strikes|p1a: Diancie |-crit|p1a: Diancie |-damage|p1a: Diancie|106/216 |-crit|p1a: Diancie |-damage|p1a: Diancie|49/216 |-crit|p1a: Diancie |-damage|p1a: Diancie|0 fnt |faint|p1a: Diancie |-hitcount|p1: Diancie|3 |-damage|p2a: Urshifu|247/274|[from] item: Life Orb | |upkeep | |t:|1723105292 |switch|p1a: Eternatus|Eternatus, L69|295/308 |-ability|p1a: Eternatus|Pressure |turn|15 | |t:|1723105299 |switch|p2a: Mismagius|Mismagius, L86, F|228/243 |move|p1a: Eternatus|Dynamax Cannon|p2a: Mismagius |-damage|p2a: Mismagius|147/243 | |-heal|p2a: Mismagius|162/243|[from] item: Leftovers |-heal|p1a: Eternatus|308/308|[from] item: Leftovers |upkeep |turn|16 | |t:|1723105302 |move|p2a: Mismagius|Nasty Plot|p2a: Mismagius |-boost|p2a: Mismagius|spa|2 |move|p1a: Eternatus|Dynamax Cannon|p2a: Mismagius |-damage|p2a: Mismagius|84/243 | |-heal|p2a: Mismagius|99/243|[from] item: Leftovers |upkeep |turn|17 | |t:|1723105306 |move|p2a: Mismagius|Shadow Ball|p1a: Eternatus |-damage|p1a: Eternatus|106/308 |move|p1a: Eternatus|Dynamax Cannon|p2a: Mismagius |-damage|p2a: Mismagius|14/243 | |-heal|p2a: Mismagius|29/243|[from] item: Leftovers |-heal|p1a: Eternatus|125/308|[from] item: Leftovers |upkeep |turn|18 | |t:|1723105321 |switch|p1a: Hydreigon|Hydreigon, L79, M|275/275 |move|p2a: Mismagius|Tera Blast|p1a: Hydreigon |-damage|p1a: Hydreigon|142/275 | |-heal|p2a: Mismagius|44/243|[from] item: Leftovers |upkeep |turn|19 | |t:|1723105331 |move|p2a: Mismagius|Tera Blast|p1a: Hydreigon |-damage|p1a: Hydreigon|0 fnt |faint|p1a: Hydreigon | |-heal|p2a: Mismagius|59/243|[from] item: Leftovers |upkeep | |t:|1723105333 |switch|p1a: Basculin|Basculin-Blue-Striped, L86, M|261/261 |turn|20 |l| nocomment3 | |t:|1723105349 |move|p1a: Basculin|Aqua Jet|p2a: Mismagius |-damage|p2a: Mismagius|0 fnt |faint|p2a: Mismagius | |upkeep | |t:|1723105355 |switch|p2a: Urshifu|Urshifu-Rapid-Strike, L75, M, tera:Water|247/274 |turn|21 | |t:|1723105361 |switch|p1a: Ursaring|Ursaring, L84, M|213/288 |move|p2a: Urshifu|Swords Dance|p2a: Urshifu |-boost|p2a: Urshifu|atk|2 | |upkeep |turn|22 | |t:|1723105366 |move|p2a: Urshifu|Close Combat|p1a: Ursaring |-supereffective|p1a: Ursaring |-damage|p1a: Ursaring|0 fnt |-unboost|p2a: Urshifu|def|1 |-unboost|p2a: Urshifu|spd|1 |faint|p1a: Ursaring |-damage|p2a: Urshifu|220/274|[from] item: Life Orb | |upkeep | |t:|1723105369 |switch|p1a: Eternatus|Eternatus, L69|125/308 |-ability|p1a: Eternatus|Pressure |turn|23 | |t:|1723105387 |move|p1a: Eternatus|Dynamax Cannon|p2a: Urshifu |-damage|p2a: Urshifu|0 fnt |faint|p2a: Urshifu | |-heal|p1a: Eternatus|144/308|[from] item: Leftovers |upkeep | |t:|1723105391 |switch|p2a: Dodrio|Dodrio, L86, M|243/243 |turn|24 | |t:|1723105399 |switch|p1a: Copperajah|Copperajah, L86, F|350/350 |move|p2a: Dodrio|Brave Bird|p1a: Copperajah |-resisted|p1a: Copperajah |-damage|p1a: Copperajah|269/350 |-damage|p2a: Dodrio|216/243|[from] Recoil | |upkeep |turn|25 | |t:|1723105403 |move|p2a: Dodrio|Drill Run|p1a: Copperajah |-supereffective|p1a: Copperajah |-damage|p1a: Copperajah|113/350 |move|p1a: Copperajah|Heavy Slam|p2a: Dodrio |-damage|p2a: Dodrio|0 fnt |faint|p2a: Dodrio | |upkeep | |t:|1723105406 |switch|p2a: Lokix|Lokix, L82, F|251/251 |turn|26 | |t:|1723105415 |move|p2a: Lokix|Leech Life|p1a: Copperajah |-resisted|p1a: Copperajah |-damage|p1a: Copperajah|0 fnt |faint|p1a: Copperajah |-damage|p2a: Lokix|226/251|[from] item: Life Orb | |upkeep | |t:|1723105421 |switch|p1a: Eternatus|Eternatus, L69|144/308 |-ability|p1a: Eternatus|Pressure |turn|27 | |t:|1723105425 |move|p1a: Eternatus|Dynamax Cannon|p2a: Lokix |-damage|p2a: Lokix|79/251 |move|p2a: Lokix|Swords Dance|p2a: Lokix |-boost|p2a: Lokix|atk|2 | |-heal|p1a: Eternatus|163/308|[from] item: Leftovers |upkeep |turn|28 | |t:|1723105433 |move|p2a: Lokix|Sucker Punch|p1a: Eternatus |-damage|p1a: Eternatus|0 fnt |faint|p1a: Eternatus |-damage|p2a: Lokix|54/251|[from] item: Life Orb | |upkeep | |t:|1723105436 |switch|p1a: Basculin|Basculin-Blue-Striped, L86, M|261/261 |turn|29 | |t:|1723105438 |move|p1a: Basculin|Aqua Jet|p2a: Lokix |-damage|p2a: Lokix|0 fnt |faint|p2a: Lokix | |win|Qiuescent |raw|Qiuescent's rating: 2225 &rarr; <strong>2245</strong><br />(+20 for winning) |raw|Red Song's rating: 2220 &rarr; <strong>2200</strong><br />(-20 for losing)
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\n\nHere is the impact of the player's basculinbluestriped moves and the hp range that the move will do:\nflipturn: 4% - 5%\naquajet: 3% - 3%\n\n\nHere is the impact of the opponent's wyrdeer moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is basculinbluestriped. They had the following choices:\n0. /choose move flipturn\n1. /choose move aquajet\n2. /choose switch eternatus\n3. /choose switch ursaring\n4. /choose switch diancie\n5. /choose switch hydreigon\n6. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move flipturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\nsludgebomb: 32% - 38%\ndynamaxcannon: 18% - 21%\n\n\nHere is the impact of the opponent's cacturne moves and the hp range that the move will do:\ndrainpunch: 17% - 21%\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dynamaxcannon\n2. /choose switch basculinbluestriped\n3. /choose switch ursaring\n4. /choose switch diancie\n5. /choose switch hydreigon\n6. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\n\nHere is the impact of the player's ursaring moves and the hp range that the move will do:\nbodyslam: 18% - 21%\n\n\nHere is the impact of the opponent's wyrdeer moves and the hp range that the move will do:\nbodyslam: 50% - 59%\n\n\nThe winner's active Pokemon is ursaring. They had the following choices:\n0. /choose move bodyslam\n1. /choose switch basculinbluestriped\n2. /choose switch eternatus\n3. /choose switch diancie\n4. /choose switch hydreigon\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\n\nHere is the impact of the player's diancie moves and the hp range that the move will do:\ncalmmind: 0 - 0\ndrainingkiss: 9% - 10%\ndiamondstorm: 28% - 33%\n\n\nHere is the impact of the opponent's mismagius moves and the hp range that the move will do:\nsubstitute: 0 - 0\n\n\nThe winner's active Pokemon is diancie. They had the following choices:\n0. /choose move calmmind\n1. /choose move drainingkiss\n2. /choose move diamondstorm\n3. /choose move calmmind terastallize\n4. /choose move drainingkiss terastallize\n5. /choose move diamondstorm terastallize\n6. /choose switch basculinbluestriped\n7. /choose switch eternatus\n8. /choose switch ursaring\n9. /choose switch hydreigon\n10. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\n\nHere is the impact of the player's diancie moves and the hp range that the move will do:\ncalmmind: 0 - 0\ndrainingkiss: 11% - 14%\ndiamondstorm: 24% - 29%\n\n\nHere is the impact of the opponent's mismagius moves and the hp range that the move will do:\nsubstitute: 0 - 0\nshadowball: 22% - 26%\n\n\nThe winner's active Pokemon is diancie. They had the following choices:\n0. /choose move calmmind\n1. /choose move drainingkiss\n2. /choose move diamondstorm\n3. /choose move calmmind terastallize\n4. /choose move drainingkiss terastallize\n5. /choose move diamondstorm terastallize\n6. /choose switch basculinbluestriped\n7. /choose switch eternatus\n8. /choose switch ursaring\n9. /choose switch hydreigon\n10. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move diamondstorm\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\n\nHere is the impact of the player's diancie moves and the hp range that the move will do:\ncalmmind: 0 - 0\ndrainingkiss: 651% - 775%\ndiamondstorm: 899% - 1064%\n\n\nHere is the impact of the opponent's wyrdeer moves and the hp range that the move will do:\nbodyslam: 6% - 8%\nearthquake: 23% - 27%\n\n\nThe winner's active Pokemon is diancie. They had the following choices:\n0. /choose move calmmind\n1. /choose move drainingkiss\n2. /choose move diamondstorm\n3. /choose move calmmind terastallize\n4. /choose move drainingkiss terastallize\n5. /choose move diamondstorm terastallize\n6. /choose switch basculinbluestriped\n7. /choose switch eternatus\n8. /choose switch ursaring\n9. /choose switch hydreigon\n10. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move drainingkiss\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\n\nHere is the impact of the player's diancie moves and the hp range that the move will do:\ncalmmind: 0 - 0\ndrainingkiss: 138% - 163%\ndiamondstorm: 91% - 108%\n\n\nHere is the impact of the opponent's cacturne moves and the hp range that the move will do:\ndrainpunch: 9% - 11%\nseedbomb: 30% - 35%\n\n\nThe winner's active Pokemon is diancie. They had the following choices:\n0. /choose move calmmind\n1. /choose move drainingkiss\n2. /choose move diamondstorm\n3. /choose move calmmind terastallize\n4. /choose move drainingkiss terastallize\n5. /choose move diamondstorm terastallize\n6. /choose switch basculinbluestriped\n7. /choose switch eternatus\n8. /choose switch ursaring\n9. /choose switch hydreigon\n10. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move drainingkiss\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\nsludgebomb: 19% - 23%\ndynamaxcannon: 22% - 26%\n\n\nHere is the impact of the opponent's urshifurapidstrike moves and the hp range that the move will do:\nsurgingstrikes: 39% - 47%\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dynamaxcannon\n2. /choose switch basculinbluestriped\n3. /choose switch ursaring\n4. /choose switch hydreigon\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move dynamaxcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\nsludgebomb: 16% - 18%\ndynamaxcannon: 35% - 42%\n\n\nHere is the impact of the opponent's mismagius moves and the hp range that the move will do:\nsubstitute: 0 - 0\nshadowball: 64% - 76%\nnastyplot: 0 - 0\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dynamaxcannon\n2. /choose switch basculinbluestriped\n3. /choose switch ursaring\n4. /choose switch hydreigon\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move dynamaxcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\n\nHere is the impact of the player's hydreigon moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's mismagius moves and the hp range that the move will do:\nsubstitute: 0 - 0\nshadowball: 64% - 76%\nnastyplot: 0 - 0\nterablast: 85% - 101%\n\n\nThe winner's active Pokemon is hydreigon. They had the following choices:\n0. /choose switch basculinbluestriped\n1. /choose switch eternatus\n2. /choose switch ursaring\n3. /choose switch copperajah\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in basculinbluestriped.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\nturn 19\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 0 fnt\nfaint p1a: Hydreigon\n-heal p2a: Mismagius 59/243 [from] item: Leftovers\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nturn 20\nmove p1a: Basculin Aqua Jet p2a: Mismagius\n-damage p2a: Mismagius 0 fnt\nfaint p2a: Mismagius\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M, tera:Water 247/274\n\nHere is the impact of the player's basculinbluestriped moves and the hp range that the move will do:\nflipturn: 4% - 5%\naquajet: 3% - 3%\n\n\nHere is the impact of the opponent's urshifurapidstrike moves and the hp range that the move will do:\nsurgingstrikes: 49% - 58%\n\n\nThe winner's active Pokemon is basculinbluestriped. They had the following choices:\n0. /choose move flipturn\n1. /choose move aquajet\n2. /choose switch eternatus\n3. /choose switch ursaring\n4. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose switch ursaring\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\nturn 19\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 0 fnt\nfaint p1a: Hydreigon\n-heal p2a: Mismagius 59/243 [from] item: Leftovers\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nturn 20\nmove p1a: Basculin Aqua Jet p2a: Mismagius\n-damage p2a: Mismagius 0 fnt\nfaint p2a: Mismagius\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M, tera:Water 247/274\nturn 21\nswitch p1a: Ursaring Ursaring, L84, M 213/288\nmove p2a: Urshifu Swords Dance p2a: Urshifu\n-boost p2a: Urshifu atk 2\nturn 22\nmove p2a: Urshifu Close Combat p1a: Ursaring\n-damage p1a: Ursaring 0 fnt\n-unboost p2a: Urshifu def 1\n-unboost p2a: Urshifu spd 1\nfaint p1a: Ursaring\n-damage p2a: Urshifu 220/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 125/308\n-ability p1a: Eternatus Pressure\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\nsludgebomb: 34% - 40%\ndynamaxcannon: 38% - 44%\n\n\nHere is the impact of the opponent's urshifurapidstrike moves and the hp range that the move will do:\nsurgingstrikes: 184% - 218%\nswordsdance: 0 - 0\nclosecombat: 145% - 171%\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dynamaxcannon\n2. /choose switch basculinbluestriped\n3. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move dynamaxcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\nturn 19\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 0 fnt\nfaint p1a: Hydreigon\n-heal p2a: Mismagius 59/243 [from] item: Leftovers\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nturn 20\nmove p1a: Basculin Aqua Jet p2a: Mismagius\n-damage p2a: Mismagius 0 fnt\nfaint p2a: Mismagius\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M, tera:Water 247/274\nturn 21\nswitch p1a: Ursaring Ursaring, L84, M 213/288\nmove p2a: Urshifu Swords Dance p2a: Urshifu\n-boost p2a: Urshifu atk 2\nturn 22\nmove p2a: Urshifu Close Combat p1a: Ursaring\n-damage p1a: Ursaring 0 fnt\n-unboost p2a: Urshifu def 1\n-unboost p2a: Urshifu spd 1\nfaint p1a: Ursaring\n-damage p2a: Urshifu 220/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 125/308\n-ability p1a: Eternatus Pressure\nturn 23\nmove p1a: Eternatus Dynamax Cannon p2a: Urshifu\n-damage p2a: Urshifu 0 fnt\nfaint p2a: Urshifu\n-heal p1a: Eternatus 144/308 [from] item: Leftovers\nswitch p2a: Dodrio Dodrio, L86, M 243/243\nturn 24\nswitch p1a: Copperajah Copperajah, L86, F 350/350\nmove p2a: Dodrio Brave Bird p1a: Copperajah\n-damage p1a: Copperajah 269/350\n-damage p2a: Dodrio 216/243 [from] Recoil\n\nHere is the impact of the player's copperajah moves and the hp range that the move will do:\nheavyslam: 38% - 45%\n\n\nHere is the impact of the opponent's dodrio moves and the hp range that the move will do:\nbravebird: 30% - 35%\n\n\nThe winner's active Pokemon is copperajah. They had the following choices:\n0. /choose move heavyslam\n1. /choose switch basculinbluestriped\n2. /choose switch eternatus\n\n\nThe winner chose to do the following:\n/choose move heavyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\nturn 19\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 0 fnt\nfaint p1a: Hydreigon\n-heal p2a: Mismagius 59/243 [from] item: Leftovers\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nturn 20\nmove p1a: Basculin Aqua Jet p2a: Mismagius\n-damage p2a: Mismagius 0 fnt\nfaint p2a: Mismagius\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M, tera:Water 247/274\nturn 21\nswitch p1a: Ursaring Ursaring, L84, M 213/288\nmove p2a: Urshifu Swords Dance p2a: Urshifu\n-boost p2a: Urshifu atk 2\nturn 22\nmove p2a: Urshifu Close Combat p1a: Ursaring\n-damage p1a: Ursaring 0 fnt\n-unboost p2a: Urshifu def 1\n-unboost p2a: Urshifu spd 1\nfaint p1a: Ursaring\n-damage p2a: Urshifu 220/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 125/308\n-ability p1a: Eternatus Pressure\nturn 23\nmove p1a: Eternatus Dynamax Cannon p2a: Urshifu\n-damage p2a: Urshifu 0 fnt\nfaint p2a: Urshifu\n-heal p1a: Eternatus 144/308 [from] item: Leftovers\nswitch p2a: Dodrio Dodrio, L86, M 243/243\nturn 24\nswitch p1a: Copperajah Copperajah, L86, F 350/350\nmove p2a: Dodrio Brave Bird p1a: Copperajah\n-damage p1a: Copperajah 269/350\n-damage p2a: Dodrio 216/243 [from] Recoil\nturn 25\nmove p2a: Dodrio Drill Run p1a: Copperajah\n-damage p1a: Copperajah 113/350\nmove p1a: Copperajah Heavy Slam p2a: Dodrio\n-damage p2a: Dodrio 0 fnt\nfaint p2a: Dodrio\nswitch p2a: Lokix Lokix, L82, F 251/251\nturn 26\nmove p2a: Lokix Leech Life p1a: Copperajah\n-damage p1a: Copperajah 0 fnt\nfaint p1a: Copperajah\n-damage p2a: Lokix 226/251 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 144/308\n-ability p1a: Eternatus Pressure\n\nHere is the impact of the player's eternatus moves and the hp range that the move will do:\nsludgebomb: 24% - 28%\ndynamaxcannon: 26% - 31%\n\n\nHere is the impact of the opponent's lokix moves and the hp range that the move will do:\nleechlife: 39% - 47%\n\n\nThe winner's active Pokemon is eternatus. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dynamaxcannon\n2. /choose switch basculinbluestriped\n\n\nThe winner chose to do the following:\n/choose move dynamaxcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Basculin atk 1\nturn 1\nswitch p2a: Cacturne Cacturne, L92, F 278/278\nmove p1a: Basculin Flip Turn p2a: Cacturne\n-immune p2a: Cacturne [from] ability: Water Absorb\nturn 2\nswitch p1a: Eternatus Eternatus, L69 308/308\n-ability p1a: Eternatus Pressure\nmove p2a: Cacturne Drain Punch p1a: Eternatus\n-damage p1a: Eternatus 257/308\n-damage p2a: Cacturne 251/278 [from] item: Life Orb\n-heal p1a: Eternatus 276/308 [from] item: Leftovers\nturn 3\nswitch p2a: Wyrdeer Wyrdeer, L87, M 321/321\n-ability p2a: Wyrdeer Intimidate boost\n-unboost p1a: Eternatus atk 1\nmove p1a: Eternatus Sludge Bomb p2a: Wyrdeer\n-damage p2a: Wyrdeer 218/321\n-heal p1a: Eternatus 295/308 [from] item: Leftovers\nturn 4\nswitch p1a: Ursaring Ursaring, L84, M 288/288\nmove p2a: Wyrdeer Body Slam p1a: Ursaring\n-damage p1a: Ursaring 213/288\nturn 5\nswitch p2a: Mismagius Mismagius, L86, F 243/243\nmove p1a: Ursaring Body Slam p2a: Mismagius\n-immune p2a: Mismagius\nturn 6\nswitch p1a: Diancie Diancie, L82 216/216\nmove p2a: Mismagius Substitute p2a: Mismagius\n-start p2a: Mismagius Substitute\n-damage p2a: Mismagius 183/243\n-heal p2a: Mismagius 198/243 [from] item: Leftovers\nturn 7\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 146/216\nmove p1a: Diancie Calm Mind p1a: Diancie\n-boost p1a: Diancie spa 1\n-boost p1a: Diancie spd 1\n-heal p2a: Mismagius 213/243 [from] item: Leftovers\n-heal p1a: Diancie 159/216 [from] item: Leftovers\nturn 8\nmove p2a: Mismagius Shadow Ball p1a: Diancie\n-damage p1a: Diancie 113/216\nmove p1a: Diancie Draining Kiss p2a: Mismagius\n-end p2a: Mismagius Substitute\n-heal p1a: Diancie 158/216 [from] drain [of] p2a: Mismagius\n-heal p2a: Mismagius 228/243 [from] item: Leftovers\n-heal p1a: Diancie 171/216 [from] item: Leftovers\nturn 9\nswitch p2a: Wyrdeer Wyrdeer, L87, M 218/321\n-ability p2a: Wyrdeer Intimidate boost\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 109/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 184/216 [from] item: Leftovers\nturn 10\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 132/216\nmove p1a: Diancie Diamond Storm p2a: Wyrdeer\n-damage p2a: Wyrdeer 4/321\n-boost p1a: Diancie def 2\n-heal p1a: Diancie 145/216 [from] item: Leftovers\nturn 11\nmove p2a: Wyrdeer Earthquake p1a: Diancie\n-damage p1a: Diancie 109/216\nmove p1a: Diancie Draining Kiss p2a: Wyrdeer\n-damage p2a: Wyrdeer 0 fnt\n-heal p1a: Diancie 112/216 [from] drain [of] p2a: Wyrdeer\nfaint p2a: Wyrdeer\n-heal p1a: Diancie 125/216 [from] item: Leftovers\nswitch p2a: Cacturne Cacturne, L92, F 251/278\nturn 12\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 60/216\n-damage p2a: Cacturne 224/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 50/278\n-heal p1a: Diancie 191/216 [from] drain [of] p2a: Cacturne\n-heal p1a: Diancie 204/216 [from] item: Leftovers\nturn 13\nmove p2a: Cacturne Seed Bomb p1a: Diancie\n-damage p1a: Diancie 131/216\n-damage p2a: Cacturne 23/278 [from] item: Life Orb\nmove p1a: Diancie Draining Kiss p2a: Cacturne\n-damage p2a: Cacturne 0 fnt\n-heal p1a: Diancie 148/216 [from] drain [of] p2a: Cacturne\nfaint p2a: Cacturne\n-heal p1a: Diancie 161/216 [from] item: Leftovers\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M 274/274\nturn 14\n-terastallize p2a: Urshifu Water\n-terastallize p1a: Diancie Fairy\nmove p2a: Urshifu Surging Strikes p1a: Diancie\n-damage p1a: Diancie 106/216\n-damage p1a: Diancie 49/216\n-damage p1a: Diancie 0 fnt\nfaint p1a: Diancie\n-damage p2a: Urshifu 247/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 295/308\n-ability p1a: Eternatus Pressure\nturn 15\nswitch p2a: Mismagius Mismagius, L86, F 228/243\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 147/243\n-heal p2a: Mismagius 162/243 [from] item: Leftovers\n-heal p1a: Eternatus 308/308 [from] item: Leftovers\nturn 16\nmove p2a: Mismagius Nasty Plot p2a: Mismagius\n-boost p2a: Mismagius spa 2\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 84/243\n-heal p2a: Mismagius 99/243 [from] item: Leftovers\nturn 17\nmove p2a: Mismagius Shadow Ball p1a: Eternatus\n-damage p1a: Eternatus 106/308\nmove p1a: Eternatus Dynamax Cannon p2a: Mismagius\n-damage p2a: Mismagius 14/243\n-heal p2a: Mismagius 29/243 [from] item: Leftovers\n-heal p1a: Eternatus 125/308 [from] item: Leftovers\nturn 18\nswitch p1a: Hydreigon Hydreigon, L79, M 275/275\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 142/275\n-heal p2a: Mismagius 44/243 [from] item: Leftovers\nturn 19\nmove p2a: Mismagius Tera Blast p1a: Hydreigon\n-damage p1a: Hydreigon 0 fnt\nfaint p1a: Hydreigon\n-heal p2a: Mismagius 59/243 [from] item: Leftovers\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\nturn 20\nmove p1a: Basculin Aqua Jet p2a: Mismagius\n-damage p2a: Mismagius 0 fnt\nfaint p2a: Mismagius\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, M, tera:Water 247/274\nturn 21\nswitch p1a: Ursaring Ursaring, L84, M 213/288\nmove p2a: Urshifu Swords Dance p2a: Urshifu\n-boost p2a: Urshifu atk 2\nturn 22\nmove p2a: Urshifu Close Combat p1a: Ursaring\n-damage p1a: Ursaring 0 fnt\n-unboost p2a: Urshifu def 1\n-unboost p2a: Urshifu spd 1\nfaint p1a: Ursaring\n-damage p2a: Urshifu 220/274 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 125/308\n-ability p1a: Eternatus Pressure\nturn 23\nmove p1a: Eternatus Dynamax Cannon p2a: Urshifu\n-damage p2a: Urshifu 0 fnt\nfaint p2a: Urshifu\n-heal p1a: Eternatus 144/308 [from] item: Leftovers\nswitch p2a: Dodrio Dodrio, L86, M 243/243\nturn 24\nswitch p1a: Copperajah Copperajah, L86, F 350/350\nmove p2a: Dodrio Brave Bird p1a: Copperajah\n-damage p1a: Copperajah 269/350\n-damage p2a: Dodrio 216/243 [from] Recoil\nturn 25\nmove p2a: Dodrio Drill Run p1a: Copperajah\n-damage p1a: Copperajah 113/350\nmove p1a: Copperajah Heavy Slam p2a: Dodrio\n-damage p2a: Dodrio 0 fnt\nfaint p2a: Dodrio\nswitch p2a: Lokix Lokix, L82, F 251/251\nturn 26\nmove p2a: Lokix Leech Life p1a: Copperajah\n-damage p1a: Copperajah 0 fnt\nfaint p1a: Copperajah\n-damage p2a: Lokix 226/251 [from] item: Life Orb\nswitch p1a: Eternatus Eternatus, L69 144/308\n-ability p1a: Eternatus Pressure\nturn 27\nmove p1a: Eternatus Dynamax Cannon p2a: Lokix\n-damage p2a: Lokix 79/251\nmove p2a: Lokix Swords Dance p2a: Lokix\n-boost p2a: Lokix atk 2\n-heal p1a: Eternatus 163/308 [from] item: Leftovers\nturn 28\nmove p2a: Lokix Sucker Punch p1a: Eternatus\n-damage p1a: Eternatus 0 fnt\nfaint p1a: Eternatus\n-damage p2a: Lokix 54/251 [from] item: Life Orb\nswitch p1a: Basculin Basculin-Blue-Striped, L86, M 261/261\n\nHere is the impact of the player's basculinbluestriped moves and the hp range that the move will do:\nflipturn: 53% - 62%\naquajet: 35% - 42%\n\n\nHere is the impact of the opponent's lokix moves and the hp range that the move will do:\nleechlife: 95% - 112%\nswordsdance: 0 - 0\nsuckerpunch: 84% - 99%\n\n\nThe winner's active Pokemon is basculinbluestriped. They had the following choices:\n0. /choose move flipturn\n1. /choose move aquajet\n\n\nThe winner chose to do the following:\n/choose move aquajet\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,319
gen9randombattle-2162597410
2,200
|j|‽Qiuescent |j|☆hong hoornstaart |t:|1721232505 |gametype|singles |player|p1|Qiuescent|266|2273 |player|p2|hong hoornstaart|medium|2217 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1721232505 |start |switch|p1a: Weezing|Weezing-Galar, L86, F|252/252 |switch|p2a: Registeel|Registeel, L82|265/265 |turn|1 | |t:|1721232528 |switch|p1a: Gumshoos|Gumshoos, L95, F|321/321 |switch|p2a: Munkidori|Munkidori, L79, M|269/269 | |upkeep |turn|2 | |t:|1721232533 |move|p2a: Munkidori|Fake Out|p1a: Gumshoos |-damage|p1a: Gumshoos|296/321 |cant|p1a: Gumshoos|flinch | |upkeep |turn|3 | |t:|1721232546 |move|p2a: Munkidori|U-turn|p1a: Gumshoos |-damage|p1a: Gumshoos|251/321 | |t:|1721232548 |switch|p2a: Venusaur|Venusaur, L84, M|272/272|[from] U-turn |move|p1a: Gumshoos|Earthquake|p2a: Venusaur |-damage|p2a: Venusaur|0 fnt |faint|p2a: Venusaur | |upkeep | |t:|1721232563 |switch|p2a: Registeel|Registeel, L82|265/265 |turn|4 | |t:|1721232571 |-terastallize|p2a: Registeel|Fighting |move|p1a: Gumshoos|Earthquake|p2a: Registeel |-damage|p2a: Registeel|161/265 |move|p2a: Registeel|Iron Defense|p2a: Registeel |-boost|p2a: Registeel|def|2 | |upkeep |turn|5 | |t:|1721232576 |switch|p1a: Weezing|Weezing-Galar, L86, F|252/252 |move|p2a: Registeel|Iron Defense|p2a: Registeel |-boost|p2a: Registeel|def|2 | |upkeep |turn|6 | |t:|1721232580 |move|p1a: Weezing|Strange Steam|p2a: Registeel |-supereffective|p2a: Registeel |-damage|p2a: Registeel|45/265 |move|p2a: Registeel|Rest|p2a: Registeel |-status|p2a: Registeel|slp|[from] move: Rest |-heal|p2a: Registeel|265/265 slp|[silent] |-enditem|p2a: Registeel|Chesto Berry|[eat] |-curestatus|p2a: Registeel|slp|[msg] | |upkeep |turn|7 | |t:|1721232585 |move|p1a: Weezing|Strange Steam|p2a: Registeel |-supereffective|p2a: Registeel |-damage|p2a: Registeel|133/265 |move|p2a: Registeel|Iron Head|p1a: Weezing |-supereffective|p1a: Weezing |-damage|p1a: Weezing|148/252 | |-heal|p1a: Weezing|163/252|[from] item: Leftovers |upkeep |turn|8 | |t:|1721232588 |switch|p2a: Dialga|Dialga, L73|266/266 |-ability|p2a: Dialga|Pressure |move|p1a: Weezing|Strange Steam|p2a: Dialga |-damage|p2a: Dialga|172/266 | |-heal|p2a: Dialga|188/266|[from] item: Leftovers |-heal|p1a: Weezing|178/252|[from] item: Leftovers |upkeep |turn|9 | |t:|1721232591 |switch|p1a: Chansey|Chansey, L85, F|564/564 |move|p2a: Dialga|Heavy Slam|p1a: Chansey |-damage|p1a: Chansey|285/564 | |-heal|p2a: Dialga|204/266|[from] item: Leftovers |upkeep |turn|10 | |t:|1721232600 |-terastallize|p1a: Chansey|Steel |move|p2a: Dialga|Heavy Slam|p1a: Chansey |-resisted|p1a: Chansey |-damage|p1a: Chansey|153/564 |move|p1a: Chansey|Thunder Wave|p2a: Dialga |-status|p2a: Dialga|par | |-heal|p2a: Dialga|220/266 par|[from] item: Leftovers |upkeep |turn|11 | |t:|1721232606 |switch|p2a: Ogerpon|Ogerpon-Hearthflame, L74, F|239/239 |-ability|p2a: Ogerpon|Mold Breaker |move|p1a: Chansey|Soft-Boiled|p1a: Chansey |-heal|p1a: Chansey|435/564 | |upkeep |turn|12 | |t:|1721232614 |move|p2a: Ogerpon|Ivy Cudgel|p1a: Chansey|[anim] Ivy Cudgel Fire |-supereffective|p1a: Chansey |-damage|p1a: Chansey|0 fnt |faint|p1a: Chansey | |upkeep | |t:|1721232620 |switch|p1a: Gumshoos|Gumshoos, L95, F|251/321 |turn|13 | |t:|1721232624 |move|p2a: Ogerpon|Ivy Cudgel|p1a: Gumshoos|[anim] Ivy Cudgel Fire |-damage|p1a: Gumshoos|106/321 |move|p1a: Gumshoos|Double-Edge|p2a: Ogerpon |-damage|p2a: Ogerpon|0 fnt |faint|p2a: Ogerpon |-damage|p1a: Gumshoos|27/321|[from] Recoil | |upkeep | |t:|1721232631 |switch|p2a: Munkidori|Munkidori, L79, M|269/269 |turn|14 | |t:|1721232636 |move|p2a: Munkidori|Sludge Wave|p1a: Gumshoos |-damage|p1a: Gumshoos|0 fnt |faint|p1a: Gumshoos | |upkeep | |t:|1721232639 |switch|p1a: Lokix|Lokix, L82, M|251/251 |turn|15 | |t:|1721232647 |switch|p2a: Registeel|Registeel, L82, tera:Fighting|133/265 |move|p1a: Lokix|First Impression|p2a: Registeel |-resisted|p2a: Registeel |-damage|p2a: Registeel|50/265 |-damage|p1a: Lokix|226/251|[from] item: Life Orb | |upkeep |turn|16 | |t:|1721232658 |move|p1a: Lokix|Leech Life|p2a: Registeel |-resisted|p2a: Registeel |-damage|p2a: Registeel|0 fnt |-heal|p1a: Lokix|251/251|[from] drain|[of] p2a: Registeel |faint|p2a: Registeel |-damage|p1a: Lokix|226/251|[from] item: Life Orb | |upkeep | |t:|1721232664 |switch|p2a: Dialga|Dialga, L73|219/219 |turn|17 | |t:|1721232669 |move|p2a: Dialga|Hyper Voice|p1a: Lokix |-damage|p1a: Lokix|30/251 |-damage|p2a: Dialga|198/219|[from] item: Life Orb |move|p1a: Lokix|Knock Off|p2a: Dialga |-supereffective|p2a: Dialga |-damage|p2a: Dialga|0 fnt |replace|p2a: Zoroark|Zoroark-Hisui, L80, M |-end|p2a: Zoroark|Illusion |-hint|Illusion Level Mod is active, so this Pokémon's true level was hidden. |-enditem|p2a: Zoroark|Life Orb|[from] move: Knock Off|[of] p1a: Lokix |faint|p2a: Zoroark |-damage|p1a: Lokix|5/251|[from] item: Life Orb | |upkeep | |t:|1721232675 |switch|p2a: Munkidori|Munkidori, L79, M|269/269 |turn|18 | |t:|1721232680 |switch|p1a: Weezing|Weezing-Galar, L86, F|178/252 |move|p2a: Munkidori|Sludge Wave|p1a: Weezing |-damage|p1a: Weezing|39/252 | |-heal|p1a: Weezing|54/252|[from] item: Leftovers |upkeep |turn|19 | |t:|1721232684 |move|p2a: Munkidori|Sludge Wave|p1a: Weezing |-damage|p1a: Weezing|0 fnt |faint|p1a: Weezing | |upkeep | |t:|1721232688 |switch|p1a: Barraskewda|Barraskewda, L81, F|231/231 |turn|20 | |t:|1721232699 |move|p1a: Barraskewda|Flip Turn|p2a: Munkidori |-damage|p2a: Munkidori|125/269 | |t:|1721232704 |switch|p1a: Lokix|Lokix, L82, M|5/251|[from] Flip Turn |move|p2a: Munkidori|U-turn|p1a: Lokix |-supereffective|p1a: Lokix |-damage|p1a: Lokix|0 fnt |faint|p1a: Lokix | |t:|1721232708 |switch|p2a: Dialga|Dialga, L73|220/266 par|[from] U-turn |-ability|p2a: Dialga|Pressure | |-heal|p2a: Dialga|236/266 par|[from] item: Leftovers |upkeep | |t:|1721232713 |switch|p1a: Barraskewda|Barraskewda, L81, F|231/231 |turn|21 | |t:|1721232718 |switch|p2a: Munkidori|Munkidori, L79, M|125/269 |move|p1a: Barraskewda|Close Combat|p2a: Munkidori |-resisted|p2a: Munkidori |-damage|p2a: Munkidori|83/269 |-unboost|p1a: Barraskewda|def|1 |-unboost|p1a: Barraskewda|spd|1 | |upkeep |turn|22 | |t:|1721232734 |switch|p1a: Florges|Florges, L85, F|271/271 |move|p2a: Munkidori|Sludge Wave|p1a: Florges |-supereffective|p1a: Florges |-damage|p1a: Florges|133/271 | |-heal|p1a: Florges|149/271|[from] item: Leftovers |upkeep |turn|23 | |t:|1721232742 |switch|p1a: Barraskewda|Barraskewda, L81, F|231/231 |move|p2a: Munkidori|U-turn|p1a: Barraskewda |-damage|p1a: Barraskewda|180/231 | |t:|1721232744 |switch|p2a: Dialga|Dialga, L73|236/266 par|[from] U-turn |-ability|p2a: Dialga|Pressure | |-heal|p2a: Dialga|252/266 par|[from] item: Leftovers |upkeep |turn|24 | |t:|1721232747 |move|p1a: Barraskewda|Close Combat|p2a: Dialga |-supereffective|p2a: Dialga |-damage|p2a: Dialga|0 fnt |-unboost|p1a: Barraskewda|def|1 |-unboost|p1a: Barraskewda|spd|1 |faint|p2a: Dialga | |upkeep | |t:|1721232750 |switch|p2a: Munkidori|Munkidori, L79, M|83/269 |turn|25 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Qiuescent) | |t:|1721232752 |switch|p1a: Florges|Florges, L85, F|149/271 |move|p2a: Munkidori|Sludge Wave|p1a: Florges |-supereffective|p1a: Florges |-damage|p1a: Florges|11/271 | |-heal|p1a: Florges|27/271|[from] item: Leftovers |upkeep |turn|26 | |t:|1721232755 |move|p2a: Munkidori|Sludge Wave|p1a: Florges |-supereffective|p1a: Florges |-damage|p1a: Florges|0 fnt |faint|p1a: Florges | |upkeep | |t:|1721232756 |switch|p1a: Barraskewda|Barraskewda, L81, F|180/231 |turn|27 |-message|hong hoornstaart forfeited. | |win|Qiuescent |raw|Qiuescent's rating: 2273 &rarr; <strong>2290</strong><br />(+17 for winning) |raw|hong hoornstaart's rating: 2217 &rarr; <strong>2200</strong><br />(-17 for losing) |l|☆hong hoornstaart |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Registeel Registeel, L82 265/265\n\nHere is the impact of the player's weezinggalar moves and the hp range that the move will do:\nstrangesteam: 4% - 4%\n\n\nHere is the impact of the opponent's registeel moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is weezinggalar. They had the following choices:\n0. /choose move strangesteam\n1. /choose switch gumshoos\n2. /choose switch chansey\n3. /choose switch lokix\n4. /choose switch barraskewda\n5. /choose switch florges\n\n\nThe winner chose to do the following:\n/choose switch gumshoos\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,320
gen9randombattle-2156974392
2,200
|j|☆NZQ |j|‽i plead the 5 |t:|1720398205 |gametype|singles |player|p1|NZQ|170|2219 |player|p2|i plead the 5|lucas|2245 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1720398205 |start |switch|p1a: Mimikyu|Mimikyu, L79, F|216/216 |switch|p2a: Raikou|Raikou, L81|278/278 |-ability|p2a: Raikou|Pressure |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by i plead the 5) | |t:|1720398218 |move|p2a: Raikou|Scald|p1a: Mimikyu |-activate|p1a: Mimikyu|ability: Disguise |-damage|p1a: Mimikyu|216/216 |-status|p1a: Mimikyu|brn |detailschange|p1a: Mimikyu|Mimikyu-Busted, L79, F |-damage|p1a: Mimikyu|189/216 brn|[from] pokemon: Mimikyu-Busted |move|p1a: Mimikyu|Swords Dance|p1a: Mimikyu |-boost|p1a: Mimikyu|atk|2 | |-damage|p1a: Mimikyu|176/216 brn|[from] brn |upkeep |turn|2 | |t:|1720398223 |move|p2a: Raikou|Substitute|p2a: Raikou |-start|p2a: Raikou|Substitute |-damage|p2a: Raikou|209/278 |move|p1a: Mimikyu|Play Rough|p2a: Raikou |-end|p2a: Raikou|Substitute |-damage|p1a: Mimikyu|155/216 brn|[from] item: Life Orb | |-heal|p2a: Raikou|226/278|[from] item: Leftovers |-damage|p1a: Mimikyu|142/216 brn|[from] brn |upkeep |turn|3 | |t:|1720398239 |move|p2a: Raikou|Substitute|p2a: Raikou |-start|p2a: Raikou|Substitute |-damage|p2a: Raikou|157/278 |move|p1a: Mimikyu|Play Rough|p2a: Raikou |-end|p2a: Raikou|Substitute |-damage|p1a: Mimikyu|121/216 brn|[from] item: Life Orb | |-heal|p2a: Raikou|174/278|[from] item: Leftovers |-damage|p1a: Mimikyu|108/216 brn|[from] brn |upkeep |turn|4 |inactive|NZQ has 120 seconds left. |inactive|i plead the 5 has 120 seconds left. | |t:|1720398280 |move|p2a: Raikou|Substitute|p2a: Raikou |-start|p2a: Raikou|Substitute |-damage|p2a: Raikou|105/278 |move|p1a: Mimikyu|Play Rough|p2a: Raikou |-end|p2a: Raikou|Substitute |-damage|p1a: Mimikyu|87/216 brn|[from] item: Life Orb | |-heal|p2a: Raikou|122/278|[from] item: Leftovers |-damage|p1a: Mimikyu|74/216 brn|[from] brn |upkeep |turn|5 |inactive|i plead the 5 has 120 seconds left. | |t:|1720398287 |move|p1a: Mimikyu|Shadow Sneak|p2a: Raikou |-damage|p2a: Raikou|66/278 |-damage|p1a: Mimikyu|53/216 brn|[from] item: Life Orb |move|p2a: Raikou|Thunderbolt|p1a: Mimikyu |-damage|p1a: Mimikyu|0 fnt |faint|p1a: Mimikyu | |-heal|p2a: Raikou|83/278|[from] item: Leftovers |upkeep |inactive|NZQ has 120 seconds left. | |t:|1720398311 |switch|p1a: Chien-Pao|Chien-Pao, L72|234/234 |-ability|p1a: Chien-Pao|Sword of Ruin |turn|6 | |t:|1720398319 |switch|p2a: Camerupt|Camerupt, L91, M|275/275 |move|p1a: Chien-Pao|Throat Chop|p2a: Camerupt |-damage|p2a: Camerupt|173/275 |-start|p2a: Camerupt|Throat Chop|[silent] | |-heal|p2a: Camerupt|190/275|[from] item: Leftovers |upkeep |turn|7 | |t:|1720398325 |switch|p1a: Gurdurr|Gurdurr, L85, M|283/283 |move|p2a: Camerupt|Will-O-Wisp|p1a: Gurdurr |-status|p1a: Gurdurr|brn | |-heal|p2a: Camerupt|207/275|[from] item: Leftovers |-damage|p1a: Gurdurr|266/283 brn|[from] brn |-end|p2a: Camerupt|Throat Chop|[silent] |upkeep |turn|8 | |t:|1720398330 |move|p2a: Camerupt|Overheat|p1a: Gurdurr |-damage|p1a: Gurdurr|85/283 brn |-unboost|p2a: Camerupt|spa|2 |move|p1a: Gurdurr|Bulk Up|p1a: Gurdurr |-boost|p1a: Gurdurr|atk|1 |-boost|p1a: Gurdurr|def|1 | |-heal|p2a: Camerupt|224/275|[from] item: Leftovers |-damage|p1a: Gurdurr|68/283 brn|[from] brn |upkeep |turn|9 | |t:|1720398340 |move|p1a: Gurdurr|Mach Punch|p2a: Camerupt |-damage|p2a: Camerupt|110/275 |move|p2a: Camerupt|Overheat|p1a: Gurdurr |-damage|p1a: Gurdurr|0 fnt |-unboost|p2a: Camerupt|spa|2 |faint|p1a: Gurdurr | |-heal|p2a: Camerupt|127/275|[from] item: Leftovers |upkeep | |t:|1720398347 |switch|p1a: Tsareena|Tsareena, L87, F|267/267 |turn|10 | |t:|1720398358 |switch|p2a: Bombirdier|Bombirdier, L85, F|258/258 |move|p1a: Tsareena|Power Whip|p2a: Bombirdier |-resisted|p2a: Bombirdier |-damage|p2a: Bombirdier|132/258 | |upkeep |turn|11 | |t:|1720398368 |move|p2a: Bombirdier|Stealth Rock|p1a: Tsareena |-sidestart|p1: NZQ|move: Stealth Rock |move|p1a: Tsareena|Power Whip|p2a: Bombirdier |-resisted|p2a: Bombirdier |-damage|p2a: Bombirdier|16/258 | |upkeep |turn|12 | |t:|1720398375 |switch|p1a: Meowstic|Meowstic-F, L89, F|277/277 |-damage|p1a: Meowstic|243/277|[from] Stealth Rock |move|p2a: Bombirdier|Roost|p2a: Bombirdier |-heal|p2a: Bombirdier|145/258 |-singleturn|p2a: Bombirdier|move: Roost | |upkeep |turn|13 | |t:|1720398394 |switch|p2a: Camerupt|Camerupt, L91, M|127/275 |move|p1a: Meowstic|Alluring Voice|p2a: Camerupt |-resisted|p2a: Camerupt |-damage|p2a: Camerupt|92/275 |-damage|p1a: Meowstic|216/277|[from] item: Life Orb | |-heal|p2a: Camerupt|109/275|[from] item: Leftovers |upkeep |turn|14 | |t:|1720398408 |move|p1a: Meowstic|Psyshock|p2a: Camerupt |-damage|p2a: Camerupt|0 fnt |faint|p2a: Camerupt |-damage|p1a: Meowstic|189/277|[from] item: Life Orb | |upkeep | |t:|1720398416 |switch|p2a: Brute Bonnet|Brute Bonnet, L81|312/312 |turn|15 | |t:|1720398424 |-terastallize|p1a: Meowstic|Fairy |move|p1a: Meowstic|Nasty Plot|p1a: Meowstic |-boost|p1a: Meowstic|spa|2 |move|p2a: Brute Bonnet|Crunch|p1a: Meowstic |-resisted|p1a: Meowstic |-damage|p1a: Meowstic|116/277 |-unboost|p1a: Meowstic|def|1 |-ability|p1a: Meowstic|Competitive|boost |-boost|p1a: Meowstic|spa|2 | |upkeep |turn|16 | |t:|1720398452 |-end|p2a: Brute Bonnet|Protosynthesis|[silent] |switch|p2a: Raikou|Raikou, L81|83/278 |-ability|p2a: Raikou|Pressure |move|p1a: Meowstic|Alluring Voice|p2a: Raikou |-damage|p2a: Raikou|0 fnt |faint|p2a: Raikou |-damage|p1a: Meowstic|89/277|[from] item: Life Orb | |upkeep | |t:|1720398455 |switch|p2a: Brute Bonnet|Brute Bonnet, L81|312/312 |turn|17 | |t:|1720398465 |move|p2a: Brute Bonnet|Sucker Punch|p1a: Meowstic |-resisted|p1a: Meowstic |-damage|p1a: Meowstic|0 fnt |faint|p1a: Meowstic | |upkeep | |t:|1720398475 |switch|p1a: Chien-Pao|Chien-Pao, L72|234/234 |-ability|p1a: Chien-Pao|Sword of Ruin |turn|18 | |t:|1720398480 |-end|p2a: Brute Bonnet|Protosynthesis|[silent] |switch|p2a: Scovillain|Scovillain, L91, F|266/266 |move|p1a: Chien-Pao|Swords Dance|p1a: Chien-Pao |-boost|p1a: Chien-Pao|atk|2 | |upkeep |turn|19 | |t:|1720398507 |move|p1a: Chien-Pao|Icicle Crash|p2a: Scovillain |-damage|p2a: Scovillain|32/266 |move|p2a: Scovillain|Flamethrower|p1a: Chien-Pao |-supereffective|p1a: Chien-Pao |-damage|p1a: Chien-Pao|0 fnt |faint|p1a: Chien-Pao | |-heal|p2a: Scovillain|48/266|[from] item: Leftovers |upkeep |-message|NZQ forfeited. | |win|i plead the 5 |raw|NZQ's rating: 2219 &rarr; <strong>2200</strong><br />(-19 for losing) |raw|i plead the 5's rating: 2245 &rarr; <strong>2264</strong><br />(+19 for winning) |l|☆NZQ |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\n\nHere is the impact of the player's raikou moves and the hp range that the move will do:\nscald: 12% - 14%\nsubstitute: 0 - 0\nthunderbolt: 20% - 23%\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is raikou. They had the following choices:\n0. /choose move scald\n1. /choose move substitute\n2. /choose move thunderbolt\n3. /choose switch camerupt\n4. /choose switch bombirdier\n5. /choose switch brutebonnet\n6. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move scald\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\n\nHere is the impact of the player's raikou moves and the hp range that the move will do:\nscald: 18% - 21%\nsubstitute: 0 - 0\nthunderbolt: 30% - 36%\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\nswordsdance: 0 - 0\nplayrough: 99% - 117%\n\n\nThe winner's active Pokemon is raikou. They had the following choices:\n0. /choose move scald\n1. /choose move substitute\n2. /choose move thunderbolt\n3. /choose switch camerupt\n4. /choose switch bombirdier\n5. /choose switch brutebonnet\n6. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\n\nHere is the impact of the player's raikou moves and the hp range that the move will do:\nscald: 35% - 41%\nsubstitute: 0 - 0\nthunderbolt: 58% - 69%\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\nswordsdance: 0 - 0\nplayrough: 183% - 217%\n\n\nThe winner's active Pokemon is raikou. They had the following choices:\n0. /choose move scald\n1. /choose move substitute\n2. /choose move thunderbolt\n3. /choose switch camerupt\n4. /choose switch bombirdier\n5. /choose switch brutebonnet\n6. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\n\nHere is the impact of the player's camerupt moves and the hp range that the move will do:\nwillowisp: 0 - 0\noverheat: 92% - 108%\n\n\nHere is the impact of the opponent's chienpao moves and the hp range that the move will do:\nthroatchop: 54% - 64%\n\n\nThe winner's active Pokemon is camerupt. They had the following choices:\n0. /choose move willowisp\n1. /choose move overheat\n2. /choose switch raikou\n3. /choose switch bombirdier\n4. /choose switch brutebonnet\n5. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\n\nHere is the impact of the player's camerupt moves and the hp range that the move will do:\nwillowisp: 0 - 0\noverheat: 68% - 80%\n\n\nHere is the impact of the opponent's gurdurr moves and the hp range that the move will do:\nbulkup: 0 - 0\n\n\nThe winner's active Pokemon is camerupt. They had the following choices:\n0. /choose move willowisp\n1. /choose move overheat\n2. /choose switch raikou\n3. /choose switch bombirdier\n4. /choose switch brutebonnet\n5. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move overheat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\nturn 9\nmove p1a: Gurdurr Mach Punch p2a: Camerupt\n-damage p2a: Camerupt 110/275\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Gurdurr\n-heal p2a: Camerupt 127/275 [from] item: Leftovers\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nturn 10\nswitch p2a: Bombirdier Bombirdier, L85, F 258/258\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 132/258\n\nHere is the impact of the player's bombirdier moves and the hp range that the move will do:\nstealthrock: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's tsareena moves and the hp range that the move will do:\npowerwhip: 57% - 68%\n\n\nThe winner's active Pokemon is bombirdier. They had the following choices:\n0. /choose move stealthrock\n1. /choose move roost\n2. /choose switch raikou\n3. /choose switch camerupt\n4. /choose switch brutebonnet\n5. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\nturn 9\nmove p1a: Gurdurr Mach Punch p2a: Camerupt\n-damage p2a: Camerupt 110/275\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Gurdurr\n-heal p2a: Camerupt 127/275 [from] item: Leftovers\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nturn 10\nswitch p2a: Bombirdier Bombirdier, L85, F 258/258\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 132/258\nturn 11\nmove p2a: Bombirdier Stealth Rock p1a: Tsareena\n-sidestart p1: NZQ move: Stealth Rock\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 16/258\nturn 12\nswitch p1a: Meowstic Meowstic-F, L89, F 277/277\n-damage p1a: Meowstic 243/277 [from] Stealth Rock\nmove p2a: Bombirdier Roost p2a: Bombirdier\n-heal p2a: Bombirdier 145/258\n-singleturn p2a: Bombirdier move: Roost\n\nHere is the impact of the player's bombirdier moves and the hp range that the move will do:\nstealthrock: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is bombirdier. They had the following choices:\n0. /choose move stealthrock\n1. /choose move roost\n2. /choose switch raikou\n3. /choose switch camerupt\n4. /choose switch brutebonnet\n5. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose switch camerupt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\nturn 9\nmove p1a: Gurdurr Mach Punch p2a: Camerupt\n-damage p2a: Camerupt 110/275\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Gurdurr\n-heal p2a: Camerupt 127/275 [from] item: Leftovers\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nturn 10\nswitch p2a: Bombirdier Bombirdier, L85, F 258/258\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 132/258\nturn 11\nmove p2a: Bombirdier Stealth Rock p1a: Tsareena\n-sidestart p1: NZQ move: Stealth Rock\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 16/258\nturn 12\nswitch p1a: Meowstic Meowstic-F, L89, F 277/277\n-damage p1a: Meowstic 243/277 [from] Stealth Rock\nmove p2a: Bombirdier Roost p2a: Bombirdier\n-heal p2a: Bombirdier 145/258\n-singleturn p2a: Bombirdier move: Roost\nturn 13\nswitch p2a: Camerupt Camerupt, L91, M 127/275\nmove p1a: Meowstic Alluring Voice p2a: Camerupt\n-damage p2a: Camerupt 92/275\n-damage p1a: Meowstic 216/277 [from] item: Life Orb\n-heal p2a: Camerupt 109/275 [from] item: Leftovers\nturn 14\nmove p1a: Meowstic Psyshock p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\n-damage p1a: Meowstic 189/277 [from] item: Life Orb\nswitch p2a: Brute Bonnet Brute Bonnet, L81 312/312\n\nHere is the impact of the player's brutebonnet moves and the hp range that the move will do:\ncrunch: 40% - 47%\nsuckerpunch: 34% - 41%\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\nalluringvoice: 40% - 48%\npsyshock: 0 - 0\n\n\nThe winner's active Pokemon is brutebonnet. They had the following choices:\n0. /choose move crunch\n1. /choose move suckerpunch\n2. /choose switch raikou\n3. /choose switch bombirdier\n4. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move crunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\nturn 9\nmove p1a: Gurdurr Mach Punch p2a: Camerupt\n-damage p2a: Camerupt 110/275\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Gurdurr\n-heal p2a: Camerupt 127/275 [from] item: Leftovers\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nturn 10\nswitch p2a: Bombirdier Bombirdier, L85, F 258/258\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 132/258\nturn 11\nmove p2a: Bombirdier Stealth Rock p1a: Tsareena\n-sidestart p1: NZQ move: Stealth Rock\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 16/258\nturn 12\nswitch p1a: Meowstic Meowstic-F, L89, F 277/277\n-damage p1a: Meowstic 243/277 [from] Stealth Rock\nmove p2a: Bombirdier Roost p2a: Bombirdier\n-heal p2a: Bombirdier 145/258\n-singleturn p2a: Bombirdier move: Roost\nturn 13\nswitch p2a: Camerupt Camerupt, L91, M 127/275\nmove p1a: Meowstic Alluring Voice p2a: Camerupt\n-damage p2a: Camerupt 92/275\n-damage p1a: Meowstic 216/277 [from] item: Life Orb\n-heal p2a: Camerupt 109/275 [from] item: Leftovers\nturn 14\nmove p1a: Meowstic Psyshock p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\n-damage p1a: Meowstic 189/277 [from] item: Life Orb\nswitch p2a: Brute Bonnet Brute Bonnet, L81 312/312\nturn 15\n-terastallize p1a: Meowstic Fairy\nmove p1a: Meowstic Nasty Plot p1a: Meowstic\n-boost p1a: Meowstic spa 2\nmove p2a: Brute Bonnet Crunch p1a: Meowstic\n-damage p1a: Meowstic 116/277\n-unboost p1a: Meowstic def 1\n-ability p1a: Meowstic Competitive boost\n-boost p1a: Meowstic spa 2\nturn 16\n-end p2a: Brute Bonnet Protosynthesis [silent]\nswitch p2a: Raikou Raikou, L81 83/278\n-ability p2a: Raikou Pressure\nmove p1a: Meowstic Alluring Voice p2a: Raikou\n-damage p2a: Raikou 0 fnt\nfaint p2a: Raikou\n-damage p1a: Meowstic 89/277 [from] item: Life Orb\nswitch p2a: Brute Bonnet Brute Bonnet, L81 312/312\n\nHere is the impact of the player's brutebonnet moves and the hp range that the move will do:\ncrunch: 32% - 37%\nsuckerpunch: 27% - 33%\n\n\nHere is the impact of the opponent's meowsticf moves and the hp range that the move will do:\nalluringvoice: 180% - 212%\npsyshock: 0 - 0\nnastyplot: 0 - 0\n\n\nThe winner's active Pokemon is brutebonnet. They had the following choices:\n0. /choose move crunch\n1. /choose move suckerpunch\n2. /choose switch bombirdier\n3. /choose switch scovillain\n\n\nThe winner chose to do the following:\n/choose move suckerpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 1\nmove p2a: Raikou Scald p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 216/216\n-status p1a: Mimikyu brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 189/216 brn [from] pokemon: Mimikyu-Busted\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 176/216 brn [from] brn\nturn 2\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 209/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 155/216 brn [from] item: Life Orb\n-heal p2a: Raikou 226/278 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 3\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 157/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\n-heal p2a: Raikou 174/278 [from] item: Leftovers\n-damage p1a: Mimikyu 108/216 brn [from] brn\nturn 4\nmove p2a: Raikou Substitute p2a: Raikou\n-start p2a: Raikou Substitute\n-damage p2a: Raikou 105/278\nmove p1a: Mimikyu Play Rough p2a: Raikou\n-end p2a: Raikou Substitute\n-damage p1a: Mimikyu 87/216 brn [from] item: Life Orb\n-heal p2a: Raikou 122/278 [from] item: Leftovers\n-damage p1a: Mimikyu 74/216 brn [from] brn\nturn 5\nmove p1a: Mimikyu Shadow Sneak p2a: Raikou\n-damage p2a: Raikou 66/278\n-damage p1a: Mimikyu 53/216 brn [from] item: Life Orb\nmove p2a: Raikou Thunderbolt p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\n-heal p2a: Raikou 83/278 [from] item: Leftovers\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 6\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Chien-Pao Throat Chop p2a: Camerupt\n-damage p2a: Camerupt 173/275\n-start p2a: Camerupt Throat Chop [silent]\n-heal p2a: Camerupt 190/275 [from] item: Leftovers\nturn 7\nswitch p1a: Gurdurr Gurdurr, L85, M 283/283\nmove p2a: Camerupt Will-O-Wisp p1a: Gurdurr\n-status p1a: Gurdurr brn\n-heal p2a: Camerupt 207/275 [from] item: Leftovers\n-damage p1a: Gurdurr 266/283 brn [from] brn\n-end p2a: Camerupt Throat Chop [silent]\nturn 8\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 85/283 brn\n-unboost p2a: Camerupt spa 2\nmove p1a: Gurdurr Bulk Up p1a: Gurdurr\n-boost p1a: Gurdurr atk 1\n-boost p1a: Gurdurr def 1\n-heal p2a: Camerupt 224/275 [from] item: Leftovers\n-damage p1a: Gurdurr 68/283 brn [from] brn\nturn 9\nmove p1a: Gurdurr Mach Punch p2a: Camerupt\n-damage p2a: Camerupt 110/275\nmove p2a: Camerupt Overheat p1a: Gurdurr\n-damage p1a: Gurdurr 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Gurdurr\n-heal p2a: Camerupt 127/275 [from] item: Leftovers\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nturn 10\nswitch p2a: Bombirdier Bombirdier, L85, F 258/258\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 132/258\nturn 11\nmove p2a: Bombirdier Stealth Rock p1a: Tsareena\n-sidestart p1: NZQ move: Stealth Rock\nmove p1a: Tsareena Power Whip p2a: Bombirdier\n-damage p2a: Bombirdier 16/258\nturn 12\nswitch p1a: Meowstic Meowstic-F, L89, F 277/277\n-damage p1a: Meowstic 243/277 [from] Stealth Rock\nmove p2a: Bombirdier Roost p2a: Bombirdier\n-heal p2a: Bombirdier 145/258\n-singleturn p2a: Bombirdier move: Roost\nturn 13\nswitch p2a: Camerupt Camerupt, L91, M 127/275\nmove p1a: Meowstic Alluring Voice p2a: Camerupt\n-damage p2a: Camerupt 92/275\n-damage p1a: Meowstic 216/277 [from] item: Life Orb\n-heal p2a: Camerupt 109/275 [from] item: Leftovers\nturn 14\nmove p1a: Meowstic Psyshock p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\n-damage p1a: Meowstic 189/277 [from] item: Life Orb\nswitch p2a: Brute Bonnet Brute Bonnet, L81 312/312\nturn 15\n-terastallize p1a: Meowstic Fairy\nmove p1a: Meowstic Nasty Plot p1a: Meowstic\n-boost p1a: Meowstic spa 2\nmove p2a: Brute Bonnet Crunch p1a: Meowstic\n-damage p1a: Meowstic 116/277\n-unboost p1a: Meowstic def 1\n-ability p1a: Meowstic Competitive boost\n-boost p1a: Meowstic spa 2\nturn 16\n-end p2a: Brute Bonnet Protosynthesis [silent]\nswitch p2a: Raikou Raikou, L81 83/278\n-ability p2a: Raikou Pressure\nmove p1a: Meowstic Alluring Voice p2a: Raikou\n-damage p2a: Raikou 0 fnt\nfaint p2a: Raikou\n-damage p1a: Meowstic 89/277 [from] item: Life Orb\nswitch p2a: Brute Bonnet Brute Bonnet, L81 312/312\nturn 17\nmove p2a: Brute Bonnet Sucker Punch p1a: Meowstic\n-damage p1a: Meowstic 0 fnt\nfaint p1a: Meowstic\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\n-ability p1a: Chien-Pao Sword of Ruin\nturn 18\n-end p2a: Brute Bonnet Protosynthesis [silent]\nswitch p2a: Scovillain Scovillain, L91, F 266/266\nmove p1a: Chien-Pao Swords Dance p1a: Chien-Pao\n-boost p1a: Chien-Pao atk 2\n\nHere is the impact of the player's scovillain moves and the hp range that the move will do:\nflamethrower: 65% - 77%\n\n\nHere is the impact of the opponent's chienpao moves and the hp range that the move will do:\nthroatchop: 81% - 96%\nswordsdance: 0 - 0\n\n\nThe winner's active Pokemon is scovillain. They had the following choices:\n0. /choose move flamethrower\n1. /choose switch bombirdier\n2. /choose switch brutebonnet\n\n\nThe winner chose to do the following:\n/choose move flamethrower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,321
gen9randombattle-2156471828
2,200
|j|‽TechBuster |j|☆hammy358 |t:|1720319129 |gametype|singles |player|p1|TechBuster|169|2183 |player|p2|hammy358|102|2222 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1720319129 |start |switch|p1a: Crawdaunt|Crawdaunt, L84, M|243/243 |switch|p2a: Ting-Lu|Ting-Lu, L78|370/370 |-ability|p2a: Ting-Lu|Vessel of Ruin |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by hammy358) | |t:|1720319149 |switch|p2a: Dragalge|Dragalge, L88, M|258/258 |move|p1a: Crawdaunt|Crabhammer|p2a: Dragalge |-resisted|p2a: Dragalge |-damage|p2a: Dragalge|143/258 | |-heal|p2a: Dragalge|159/258|[from] item: Leftovers |upkeep |turn|2 |inactive|TechBuster has 120 seconds left. | |t:|1720319181 |switch|p1a: Perrserker|Perrserker, L89, M|269/269 |move|p2a: Dragalge|Toxic Spikes|p1a: Perrserker |-sidestart|p1: TechBuster|move: Toxic Spikes | |-heal|p2a: Dragalge|175/258|[from] item: Leftovers |upkeep |turn|3 |inactive|TechBuster has 120 seconds left. | |t:|1720319200 |switch|p2a: Palafin|Palafin, L77, M|281/281 |move|p1a: Perrserker|Stealth Rock|p2a: Palafin |-sidestart|p2: hammy358|move: Stealth Rock | |upkeep |turn|4 | |t:|1720319207 |move|p2a: Palafin|Close Combat|p1a: Perrserker |-supereffective|p1a: Perrserker |-damage|p1a: Perrserker|127/269 |-unboost|p2a: Palafin|def|1 |-unboost|p2a: Palafin|spd|1 |move|p1a: Perrserker|U-turn|p2a: Palafin |-damage|p2a: Palafin|98/281 |-damage|p1a: Perrserker|101/269|[from] item: Life Orb |inactive|TechBuster has 120 seconds left. | |t:|1720319224 |switch|p1a: Toxicroak|Toxicroak, L84, F|277/277|[from] U-turn |-sideend|p1: TechBuster|move: Toxic Spikes|[of] p1a: Toxicroak | |upkeep |turn|5 |inactive|TechBuster has 120 seconds left. | |t:|1720319240 |detailschange|p2a: Palafin|Palafin-Hero, L77, M |switch|p2a: Dragalge|Dragalge, L88, M|175/258 |-damage|p2a: Dragalge|143/258|[from] Stealth Rock |move|p1a: Toxicroak|Knock Off|p2a: Dragalge |-damage|p2a: Dragalge|35/258 |-enditem|p2a: Dragalge|Leftovers|[from] move: Knock Off|[of] p1a: Toxicroak | |upkeep |turn|6 |inactive|TechBuster has 120 seconds left. | |t:|1720319255 |move|p1a: Toxicroak|Knock Off|p2a: Dragalge |-damage|p2a: Dragalge|0 fnt |faint|p2a: Dragalge | |upkeep | |t:|1720319259 |switch|p2a: Lilligant|Lilligant-Hisui, L80, F|243/243 |-damage|p2a: Lilligant|228/243|[from] Stealth Rock |turn|7 |inactive|TechBuster has 120 seconds left. |inactive|TechBuster has 90 seconds left. | |t:|1720319306 |switch|p1a: Sylveon|Sylveon, L85, M|300/300 |move|p2a: Lilligant|Victory Dance|p2a: Lilligant |-boost|p2a: Lilligant|atk|1 |-boost|p2a: Lilligant|def|1 |-boost|p2a: Lilligant|spe|1 | |upkeep |turn|8 |inactive|TechBuster has 90 seconds left. | |t:|1720319319 |-terastallize|p1a: Sylveon|Steel |move|p2a: Lilligant|Leaf Blade|p1a: Sylveon |-resisted|p1a: Sylveon |-damage|p1a: Sylveon|169/300 |move|p1a: Sylveon|Hyper Voice|p2a: Lilligant |-supereffective|p2a: Lilligant |-damage|p2a: Lilligant|0 fnt |faint|p2a: Lilligant | |-heal|p1a: Sylveon|187/300|[from] item: Leftovers |upkeep | |t:|1720319326 |switch|p2a: Ting-Lu|Ting-Lu, L78|370/370 |-damage|p2a: Ting-Lu|347/370|[from] Stealth Rock |-ability|p2a: Ting-Lu|Vessel of Ruin |turn|9 |inactive|TechBuster has 90 seconds left. | |t:|1720319348 |move|p1a: Sylveon|Hyper Voice|p2a: Ting-Lu |-supereffective|p2a: Ting-Lu |-crit|p2a: Ting-Lu |-damage|p2a: Ting-Lu|17/370 |move|p2a: Ting-Lu|Earthquake|p1a: Sylveon |-supereffective|p1a: Sylveon |-damage|p1a: Sylveon|0 fnt |faint|p1a: Sylveon | |-heal|p2a: Ting-Lu|40/370|[from] item: Leftovers |upkeep | |t:|1720319361 |switch|p1a: Perrserker|Perrserker, L89, M|101/269 |turn|10 | |t:|1720319365 |move|p1a: Perrserker|U-turn|p2a: Ting-Lu |-supereffective|p2a: Ting-Lu |-damage|p2a: Ting-Lu|0 fnt |faint|p2a: Ting-Lu |-damage|p1a: Perrserker|75/269|[from] item: Life Orb | |t:|1720319373 |switch|p1a: Toxicroak|Toxicroak, L84, F|277/277|[from] U-turn | |upkeep | |t:|1720319380 |switch|p2a: Indeedee|Indeedee, L84, M|238/238 |-damage|p2a: Indeedee|209/238|[from] Stealth Rock |-fieldstart|move: Psychic Terrain|[from] ability: Psychic Surge|[of] p2a: Indeedee |turn|11 | |t:|1720319386 |move|p2a: Indeedee|Calm Mind|p2a: Indeedee |-boost|p2a: Indeedee|spa|1 |-boost|p2a: Indeedee|spd|1 |move|p1a: Toxicroak|Knock Off|p2a: Indeedee |-supereffective|p2a: Indeedee |-damage|p2a: Indeedee|0 fnt |-enditem|p2a: Indeedee|Life Orb|[from] move: Knock Off|[of] p1a: Toxicroak |faint|p2a: Indeedee | |upkeep |-message|hammy358 forfeited. | |win|TechBuster |raw|TechBuster's rating: 2183 &rarr; <strong>2205</strong><br />(+22 for winning) |raw|hammy358's rating: 2222 &rarr; <strong>2200</strong><br />(-22 for losing) |l|☆hammy358 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\n\nHere is the impact of the player's crawdaunt moves and the hp range that the move will do:\ncrabhammer: 14% - 16%\n\n\nHere is the impact of the opponent's tinglu moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is crawdaunt. They had the following choices:\n0. /choose move crabhammer\n1. /choose switch perrserker\n2. /choose switch toxicroak\n3. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move crabhammer\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 1\nswitch p2a: Dragalge Dragalge, L88, M 258/258\nmove p1a: Crawdaunt Crabhammer p2a: Dragalge\n-damage p2a: Dragalge 143/258\n-heal p2a: Dragalge 159/258 [from] item: Leftovers\nturn 2\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Dragalge Toxic Spikes p1a: Perrserker\n-sidestart p1: TechBuster move: Toxic Spikes\n-heal p2a: Dragalge 175/258 [from] item: Leftovers\n\nHere is the impact of the player's perrserker moves and the hp range that the move will do:\nstealthrock: 0 - 0\nuturn: 6% - 7%\n\n\nHere is the impact of the opponent's dragalge moves and the hp range that the move will do:\ntoxicspikes: 0 - 0\n\n\nThe winner's active Pokemon is perrserker. They had the following choices:\n0. /choose move stealthrock\n1. /choose move uturn\n2. /choose switch crawdaunt\n3. /choose switch toxicroak\n4. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 1\nswitch p2a: Dragalge Dragalge, L88, M 258/258\nmove p1a: Crawdaunt Crabhammer p2a: Dragalge\n-damage p2a: Dragalge 143/258\n-heal p2a: Dragalge 159/258 [from] item: Leftovers\nturn 2\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Dragalge Toxic Spikes p1a: Perrserker\n-sidestart p1: TechBuster move: Toxic Spikes\n-heal p2a: Dragalge 175/258 [from] item: Leftovers\nturn 3\nswitch p2a: Palafin Palafin, L77, M 281/281\nmove p1a: Perrserker Stealth Rock p2a: Palafin\n-sidestart p2: hammy358 move: Stealth Rock\nturn 4\nmove p2a: Palafin Close Combat p1a: Perrserker\n-damage p1a: Perrserker 127/269\n-unboost p2a: Palafin def 1\n-unboost p2a: Palafin spd 1\nmove p1a: Perrserker U-turn p2a: Palafin\n-damage p2a: Palafin 98/281\n-damage p1a: Perrserker 101/269 [from] item: Life Orb\nswitch p1a: Toxicroak Toxicroak, L84, F 277/277 [from] U-turn\n-sideend p1: TechBuster move: Toxic Spikes [of] p1a: Toxicroak\n\nHere is the impact of the player's toxicroak moves and the hp range that the move will do:\nknockoff: 34% - 40%\n\n\nHere is the impact of the opponent's palafin moves and the hp range that the move will do:\nclosecombat: 11% - 13%\n\n\nThe winner's active Pokemon is toxicroak. They had the following choices:\n0. /choose move knockoff\n1. /choose switch crawdaunt\n2. /choose switch perrserker\n3. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 1\nswitch p2a: Dragalge Dragalge, L88, M 258/258\nmove p1a: Crawdaunt Crabhammer p2a: Dragalge\n-damage p2a: Dragalge 143/258\n-heal p2a: Dragalge 159/258 [from] item: Leftovers\nturn 2\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Dragalge Toxic Spikes p1a: Perrserker\n-sidestart p1: TechBuster move: Toxic Spikes\n-heal p2a: Dragalge 175/258 [from] item: Leftovers\nturn 3\nswitch p2a: Palafin Palafin, L77, M 281/281\nmove p1a: Perrserker Stealth Rock p2a: Palafin\n-sidestart p2: hammy358 move: Stealth Rock\nturn 4\nmove p2a: Palafin Close Combat p1a: Perrserker\n-damage p1a: Perrserker 127/269\n-unboost p2a: Palafin def 1\n-unboost p2a: Palafin spd 1\nmove p1a: Perrserker U-turn p2a: Palafin\n-damage p2a: Palafin 98/281\n-damage p1a: Perrserker 101/269 [from] item: Life Orb\nswitch p1a: Toxicroak Toxicroak, L84, F 277/277 [from] U-turn\n-sideend p1: TechBuster move: Toxic Spikes [of] p1a: Toxicroak\nturn 5\ndetailschange p2a: Palafin Palafin-Hero, L77, M\nswitch p2a: Dragalge Dragalge, L88, M 175/258\n-damage p2a: Dragalge 143/258 [from] Stealth Rock\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 35/258\n-enditem p2a: Dragalge Leftovers [from] move: Knock Off [of] p1a: Toxicroak\nturn 6\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 0 fnt\nfaint p2a: Dragalge\nswitch p2a: Lilligant Lilligant-Hisui, L80, F 243/243\n-damage p2a: Lilligant 228/243 [from] Stealth Rock\n\nHere is the impact of the player's toxicroak moves and the hp range that the move will do:\nknockoff: 5% - 6%\n\n\nHere is the impact of the opponent's lilliganthisui moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is toxicroak. They had the following choices:\n0. /choose move knockoff\n1. /choose switch crawdaunt\n2. /choose switch perrserker\n3. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch sylveon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 1\nswitch p2a: Dragalge Dragalge, L88, M 258/258\nmove p1a: Crawdaunt Crabhammer p2a: Dragalge\n-damage p2a: Dragalge 143/258\n-heal p2a: Dragalge 159/258 [from] item: Leftovers\nturn 2\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Dragalge Toxic Spikes p1a: Perrserker\n-sidestart p1: TechBuster move: Toxic Spikes\n-heal p2a: Dragalge 175/258 [from] item: Leftovers\nturn 3\nswitch p2a: Palafin Palafin, L77, M 281/281\nmove p1a: Perrserker Stealth Rock p2a: Palafin\n-sidestart p2: hammy358 move: Stealth Rock\nturn 4\nmove p2a: Palafin Close Combat p1a: Perrserker\n-damage p1a: Perrserker 127/269\n-unboost p2a: Palafin def 1\n-unboost p2a: Palafin spd 1\nmove p1a: Perrserker U-turn p2a: Palafin\n-damage p2a: Palafin 98/281\n-damage p1a: Perrserker 101/269 [from] item: Life Orb\nswitch p1a: Toxicroak Toxicroak, L84, F 277/277 [from] U-turn\n-sideend p1: TechBuster move: Toxic Spikes [of] p1a: Toxicroak\nturn 5\ndetailschange p2a: Palafin Palafin-Hero, L77, M\nswitch p2a: Dragalge Dragalge, L88, M 175/258\n-damage p2a: Dragalge 143/258 [from] Stealth Rock\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 35/258\n-enditem p2a: Dragalge Leftovers [from] move: Knock Off [of] p1a: Toxicroak\nturn 6\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 0 fnt\nfaint p2a: Dragalge\nswitch p2a: Lilligant Lilligant-Hisui, L80, F 243/243\n-damage p2a: Lilligant 228/243 [from] Stealth Rock\nturn 7\nswitch p1a: Sylveon Sylveon, L85, M 300/300\nmove p2a: Lilligant Victory Dance p2a: Lilligant\n-boost p2a: Lilligant atk 1\n-boost p2a: Lilligant def 1\n-boost p2a: Lilligant spe 1\nturn 8\n-terastallize p1a: Sylveon Steel\nmove p2a: Lilligant Leaf Blade p1a: Sylveon\n-damage p1a: Sylveon 169/300\nmove p1a: Sylveon Hyper Voice p2a: Lilligant\n-damage p2a: Lilligant 0 fnt\nfaint p2a: Lilligant\n-heal p1a: Sylveon 187/300 [from] item: Leftovers\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-damage p2a: Ting-Lu 347/370 [from] Stealth Rock\n-ability p2a: Ting-Lu Vessel of Ruin\n\nHere is the impact of the player's sylveon moves and the hp range that the move will do:\nhypervoice: 4% - 5%\n\n\nHere is the impact of the opponent's tinglu moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sylveon. They had the following choices:\n0. /choose move hypervoice\n1. /choose switch crawdaunt\n2. /choose switch perrserker\n3. /choose switch toxicroak\n\n\nThe winner chose to do the following:\n/choose move hypervoice\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Crawdaunt Crawdaunt, L84, M 243/243\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 1\nswitch p2a: Dragalge Dragalge, L88, M 258/258\nmove p1a: Crawdaunt Crabhammer p2a: Dragalge\n-damage p2a: Dragalge 143/258\n-heal p2a: Dragalge 159/258 [from] item: Leftovers\nturn 2\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Dragalge Toxic Spikes p1a: Perrserker\n-sidestart p1: TechBuster move: Toxic Spikes\n-heal p2a: Dragalge 175/258 [from] item: Leftovers\nturn 3\nswitch p2a: Palafin Palafin, L77, M 281/281\nmove p1a: Perrserker Stealth Rock p2a: Palafin\n-sidestart p2: hammy358 move: Stealth Rock\nturn 4\nmove p2a: Palafin Close Combat p1a: Perrserker\n-damage p1a: Perrserker 127/269\n-unboost p2a: Palafin def 1\n-unboost p2a: Palafin spd 1\nmove p1a: Perrserker U-turn p2a: Palafin\n-damage p2a: Palafin 98/281\n-damage p1a: Perrserker 101/269 [from] item: Life Orb\nswitch p1a: Toxicroak Toxicroak, L84, F 277/277 [from] U-turn\n-sideend p1: TechBuster move: Toxic Spikes [of] p1a: Toxicroak\nturn 5\ndetailschange p2a: Palafin Palafin-Hero, L77, M\nswitch p2a: Dragalge Dragalge, L88, M 175/258\n-damage p2a: Dragalge 143/258 [from] Stealth Rock\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 35/258\n-enditem p2a: Dragalge Leftovers [from] move: Knock Off [of] p1a: Toxicroak\nturn 6\nmove p1a: Toxicroak Knock Off p2a: Dragalge\n-damage p2a: Dragalge 0 fnt\nfaint p2a: Dragalge\nswitch p2a: Lilligant Lilligant-Hisui, L80, F 243/243\n-damage p2a: Lilligant 228/243 [from] Stealth Rock\nturn 7\nswitch p1a: Sylveon Sylveon, L85, M 300/300\nmove p2a: Lilligant Victory Dance p2a: Lilligant\n-boost p2a: Lilligant atk 1\n-boost p2a: Lilligant def 1\n-boost p2a: Lilligant spe 1\nturn 8\n-terastallize p1a: Sylveon Steel\nmove p2a: Lilligant Leaf Blade p1a: Sylveon\n-damage p1a: Sylveon 169/300\nmove p1a: Sylveon Hyper Voice p2a: Lilligant\n-damage p2a: Lilligant 0 fnt\nfaint p2a: Lilligant\n-heal p1a: Sylveon 187/300 [from] item: Leftovers\nswitch p2a: Ting-Lu Ting-Lu, L78 370/370\n-damage p2a: Ting-Lu 347/370 [from] Stealth Rock\n-ability p2a: Ting-Lu Vessel of Ruin\nturn 9\nmove p1a: Sylveon Hyper Voice p2a: Ting-Lu\n-damage p2a: Ting-Lu 17/370\nmove p2a: Ting-Lu Earthquake p1a: Sylveon\n-damage p1a: Sylveon 0 fnt\nfaint p1a: Sylveon\n-heal p2a: Ting-Lu 40/370 [from] item: Leftovers\nswitch p1a: Perrserker Perrserker, L89, M 101/269\nturn 10\nmove p1a: Perrserker U-turn p2a: Ting-Lu\n-damage p2a: Ting-Lu 0 fnt\nfaint p2a: Ting-Lu\n-damage p1a: Perrserker 75/269 [from] item: Life Orb\nswitch p1a: Toxicroak Toxicroak, L84, F 277/277 [from] U-turn\nswitch p2a: Indeedee Indeedee, L84, M 238/238\n-damage p2a: Indeedee 209/238 [from] Stealth Rock\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p2a: Indeedee\n\nHere is the impact of the player's toxicroak moves and the hp range that the move will do:\nknockoff: 29% - 34%\n\n\nHere is the impact of the opponent's indeedee moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is toxicroak. They had the following choices:\n0. /choose move knockoff\n1. /choose switch crawdaunt\n2. /choose switch perrserker\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,322
gen9randombattle-2143591156
2,200
|j|☆Existential Risk |j|☆LocalMetagross |t:|1718422599 |gametype|singles |player|p1|Existential Risk|170|2272 |player|p2|LocalMetagross|akari|2175 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1718422599 |start |switch|p1a: Chien-Pao|Chien-Pao, L72|234/234 |switch|p2a: Lucario|Lucario, L84, M|255/255 |-ability|p1a: Chien-Pao|Sword of Ruin |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by LocalMetagross) |inactive|Existential Risk also wants the timer to be on. | |t:|1718422628 |move|p1a: Chien-Pao|Sacred Sword|p2a: Lucario |-supereffective|p2a: Lucario |-damage|p2a: Lucario|0 fnt |faint|p2a: Lucario | |upkeep | |t:|1718422631 |switch|p2a: Ariados|Ariados, L94, M|284/284 |turn|2 | |t:|1718422652 |switch|p1a: Gouging Fire|Gouging Fire, L74|277/277 |move|p2a: Ariados|Sticky Web|p1a: Gouging Fire |-sidestart|p1: Existential Risk|move: Sticky Web | |upkeep |turn|3 | |t:|1718422671 |switch|p2a: Armarouge|Armarouge, L81, F|270/270 |move|p1a: Gouging Fire|Heat Crash|p2a: Armarouge |-resisted|p2a: Armarouge |-damage|p2a: Armarouge|219/270 |-ability|p2a: Armarouge|Weak Armor|boost |-unboost|p2a: Armarouge|def|1 |-boost|p2a: Armarouge|spe|2 | |upkeep |turn|4 |inactive|Existential Risk has 120 seconds left. | |t:|1718422719 |-end|p1a: Gouging Fire|Protosynthesis|[silent] |switch|p1a: Luxray|Luxray, L88, F|284/284 |-activate|p1a: Luxray|move: Sticky Web |-unboost|p1a: Luxray|spe|1 |-ability|p1a: Luxray|Intimidate|boost |-unboost|p2a: Armarouge|atk|1 |move|p2a: Armarouge|Meteor Beam||[still] |-prepare|p2a: Armarouge|Meteor Beam |-boost|p2a: Armarouge|spa|1 |-enditem|p2a: Armarouge|Power Herb |-anim|p2a: Armarouge|Meteor Beam|p1a: Luxray |-damage|p1a: Luxray|178/284 | |upkeep |turn|5 |inactive|Existential Risk has 90 seconds left. | |t:|1718422741 |-terastallize|p2a: Armarouge|Fire |move|p2a: Armarouge|Armor Cannon|p1a: Luxray |-crit|p1a: Luxray |-damage|p1a: Luxray|0 fnt |-unboost|p2a: Armarouge|def|1 |-unboost|p2a: Armarouge|spd|1 |faint|p1a: Luxray | |upkeep | |t:|1718422756 |switch|p1a: Raikou|Raikou, L81|278/278 |-activate|p1a: Raikou|move: Sticky Web |-unboost|p1a: Raikou|spe|1 |-ability|p1a: Raikou|Pressure |turn|6 | |t:|1718422769 |-terastallize|p1a: Raikou|Water |move|p2a: Armarouge|Armor Cannon|p1a: Raikou |-resisted|p1a: Raikou |-damage|p1a: Raikou|142/278 |-unboost|p2a: Armarouge|def|1 |-unboost|p2a: Armarouge|spd|1 |move|p1a: Raikou|Scald|p2a: Armarouge |-supereffective|p2a: Armarouge |-damage|p2a: Armarouge|0 fnt |faint|p2a: Armarouge | |-heal|p1a: Raikou|159/278|[from] item: Leftovers |upkeep | |t:|1718422779 |switch|p2a: Sunflora|Sunflora, F|312/312 |turn|7 |inactive|Existential Risk has 90 seconds left. | |t:|1718422806 |move|p1a: Raikou|Scald|p2a: Sunflora |-resisted|p2a: Sunflora |-damage|p2a: Sunflora|271/312 |-status|p2a: Sunflora|brn |move|p2a: Sunflora|Sunny Day|p2a: Sunflora |-weather|SunnyDay | |-weather|SunnyDay|[upkeep] |-heal|p1a: Raikou|176/278|[from] item: Leftovers |-damage|p2a: Sunflora|252/312 brn|[from] brn |upkeep |turn|8 | |t:|1718422818 |switch|p1a: Virizion|Virizion, L82|283/283 |-activate|p1a: Virizion|move: Sticky Web |-unboost|p1a: Virizion|spe|1 |move|p2a: Sunflora|Solar Beam||[still] |-prepare|p2a: Sunflora|Solar Beam |-anim|p2a: Sunflora|Solar Beam|p1a: Virizion |-resisted|p1a: Virizion |-damage|p1a: Virizion|182/283 |-damage|p2a: Sunflora|221/312 brn|[from] item: Life Orb | |-weather|SunnyDay|[upkeep] |-damage|p2a: Sunflora|202/312 brn|[from] brn |upkeep |turn|9 |inactive|Existential Risk has 60 seconds left. | |t:|1718422838 |switch|p1a: Alcremie|Alcremie, L90, F|263/263 |-activate|p1a: Alcremie|move: Sticky Web |-unboost|p1a: Alcremie|spe|1 |move|p2a: Sunflora|Weather Ball|p1a: Alcremie |-damage|p1a: Alcremie|116/263 |-damage|p2a: Sunflora|171/312 brn|[from] item: Life Orb | |-weather|SunnyDay|[upkeep] |-heal|p1a: Alcremie|132/263|[from] item: Leftovers |-damage|p2a: Sunflora|152/312 brn|[from] brn |upkeep |turn|10 |inactive|Existential Risk has 60 seconds left. |j| hammy358 | |t:|1718422861 |switch|p1a: Virizion|Virizion, L82|182/283 |-activate|p1a: Virizion|move: Sticky Web |-unboost|p1a: Virizion|spe|1 |move|p2a: Sunflora|Weather Ball|p1a: Virizion |-supereffective|p1a: Virizion |-damage|p1a: Virizion|0 fnt |faint|p1a: Virizion |-damage|p2a: Sunflora|121/312 brn|[from] item: Life Orb | |-weather|SunnyDay|[upkeep] |-damage|p2a: Sunflora|102/312 brn|[from] brn |upkeep | |t:|1718422880 |switch|p1a: Alcremie|Alcremie, L90, F|132/263 |-activate|p1a: Alcremie|move: Sticky Web |-unboost|p1a: Alcremie|spe|1 |turn|11 | |t:|1718422886 |move|p2a: Sunflora|Solar Beam||[still] |-prepare|p2a: Sunflora|Solar Beam |-anim|p2a: Sunflora|Solar Beam|p1a: Alcremie |-damage|p1a: Alcremie|0 fnt |faint|p1a: Alcremie |-damage|p2a: Sunflora|71/312 brn|[from] item: Life Orb | |-weather|none |-damage|p2a: Sunflora|52/312 brn|[from] brn |upkeep |inactive|Existential Risk has 30 seconds left. | |t:|1718422914 |switch|p1a: Gouging Fire|Gouging Fire, L74|277/277 |turn|12 | |t:|1718422919 |move|p1a: Gouging Fire|Heat Crash|p2a: Sunflora |-supereffective|p2a: Sunflora |-damage|p2a: Sunflora|0 fnt |faint|p2a: Sunflora | |upkeep | |t:|1718422943 |switch|p2a: Flareon|Flareon, L90, M|263/263 |turn|13 | |t:|1718422956 |move|p1a: Gouging Fire|Dragon Dance|p1a: Gouging Fire |-boost|p1a: Gouging Fire|atk|1 |-boost|p1a: Gouging Fire|spe|1 |move|p2a: Flareon|Trailblaze|p1a: Gouging Fire |-resisted|p1a: Gouging Fire |-damage|p1a: Gouging Fire|266/277 |-boost|p2a: Flareon|spe|1 | |-status|p2a: Flareon|tox|[from] item: Toxic Orb |upkeep |turn|14 |inactive|Existential Risk has 30 seconds left. |inactive|Existential Risk has 20 seconds left. |inactive|Existential Risk has 15 seconds left. |inactive|Existential Risk has 10 seconds left. | |t:|1718422998 |move|p1a: Gouging Fire|Dragon Dance|p1a: Gouging Fire |-boost|p1a: Gouging Fire|atk|1 |-boost|p1a: Gouging Fire|spe|1 |move|p2a: Flareon|Facade|p1a: Gouging Fire |-damage|p1a: Gouging Fire|73/277 | |-damage|p2a: Flareon|247/263 tox|[from] psn |upkeep |turn|15 |inactive|Existential Risk has 20 seconds left this turn. |inactive|Existential Risk has 15 seconds left. | |t:|1718423007 |move|p2a: Flareon|Quick Attack|p1a: Gouging Fire |-damage|p1a: Gouging Fire|19/277 |move|p1a: Gouging Fire|Outrage|p2a: Flareon |-damage|p2a: Flareon|0 fnt |faint|p2a: Flareon | |upkeep |inactive|Existential Risk has 20 seconds left this turn. | |t:|1718423010 |switch|p2a: Zamazenta|Zamazenta, L72|251/251 |-ability|p2a: Zamazenta|Dauntless Shield|boost |-boost|p2a: Zamazenta|def|1 |turn|16 |inactive|Existential Risk has 30 seconds left this turn. | |t:|1718423016 |move|p1a: Gouging Fire|Outrage|p2a: Zamazenta|[from]lockedmove |-damage|p2a: Zamazenta|119/251 |move|p2a: Zamazenta|Close Combat|p1a: Gouging Fire |-damage|p1a: Gouging Fire|0 fnt |-unboost|p2a: Zamazenta|def|1 |-unboost|p2a: Zamazenta|spd|1 |faint|p1a: Gouging Fire |-end|p1a: Gouging Fire|Protosynthesis|[silent] | |upkeep |inactive|Existential Risk has 30 seconds left this turn. |inactive|Existential Risk has 20 seconds left. | |t:|1718423028 |switch|p1a: Raikou|Raikou, L81, tera:Water|176/278 |-activate|p1a: Raikou|move: Sticky Web |-unboost|p1a: Raikou|spe|1 |-ability|p1a: Raikou|Pressure |turn|17 |inactive|Existential Risk has 30 seconds left this turn. | |t:|1718423036 |move|p2a: Zamazenta|Close Combat|p1a: Raikou |-damage|p1a: Raikou|0 fnt |-unboost|p2a: Zamazenta|def|1 |-unboost|p2a: Zamazenta|spd|1 |faint|p1a: Raikou | |upkeep |inactive|Existential Risk has 30 seconds left this turn. | |t:|1718423043 |switch|p1a: Chien-Pao|Chien-Pao, L72|234/234 |-activate|p1a: Chien-Pao|move: Sticky Web |-unboost|p1a: Chien-Pao|spe|1 |-ability|p1a: Chien-Pao|Sword of Ruin |turn|18 |inactive|Existential Risk has 30 seconds left. | |t:|1718423049 |move|p1a: Chien-Pao|Ice Shard|p2a: Zamazenta |-damage|p2a: Zamazenta|10/251 |move|p2a: Zamazenta|Close Combat|p1a: Chien-Pao |-supereffective|p1a: Chien-Pao |-damage|p1a: Chien-Pao|0 fnt |-unboost|p2a: Zamazenta|def|1 |-unboost|p2a: Zamazenta|spd|1 |faint|p1a: Chien-Pao | |win|LocalMetagross |raw|Existential Risk's rating: 2272 &rarr; <strong>2247</strong><br />(-25 for losing) |raw|LocalMetagross's rating: 2175 &rarr; <strong>2200</strong><br />(+25 for winning)
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\n\nHere is the impact of the player's lucario moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's chienpao moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lucario. They had the following choices:\n0. /choose switch ariados\n1. /choose switch armarouge\n2. /choose switch sunflora\n3. /choose switch flareon\n4. /choose switch zamazenta\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ariados.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\n\nHere is the impact of the player's ariados moves and the hp range that the move will do:\nstickyweb: 0 - 0\n\n\nHere is the impact of the opponent's gougingfire moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ariados. They had the following choices:\n0. /choose move stickyweb\n1. /choose switch armarouge\n2. /choose switch sunflora\n3. /choose switch flareon\n4. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose switch armarouge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\n\nHere is the impact of the player's armarouge moves and the hp range that the move will do:\nmeteorbeam: 39% - 47%\narmorcannon: 44% - 53%\n\n\nHere is the impact of the opponent's luxray moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is armarouge. They had the following choices:\n0. /choose move meteorbeam\n1. /choose move armorcannon\n2. /choose move meteorbeam terastallize\n3. /choose move armorcannon terastallize\n4. /choose switch ariados\n5. /choose switch sunflora\n6. /choose switch flareon\n7. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move armorcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\n\nHere is the impact of the player's sunflora moves and the hp range that the move will do:\nsunnyday: 0 - 0\nsolarbeam: 80% - 94%\nweatherball: 11% - 13%\n\n\nHere is the impact of the opponent's raikou moves and the hp range that the move will do:\nscald: 11% - 14%\n\n\nThe winner's active Pokemon is sunflora. They had the following choices:\n0. /choose move sunnyday\n1. /choose move solarbeam\n2. /choose move weatherball\n3. /choose switch ariados\n4. /choose switch flareon\n5. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move sunnyday\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\nturn 7\nmove p1a: Raikou Scald p2a: Sunflora\n-damage p2a: Sunflora 271/312\n-status p2a: Sunflora brn\nmove p2a: Sunflora Sunny Day p2a: Sunflora\n-weather SunnyDay\n-weather SunnyDay [upkeep]\n-heal p1a: Raikou 176/278 [from] item: Leftovers\n-damage p2a: Sunflora 252/312 brn [from] brn\nturn 8\nswitch p1a: Virizion Virizion, L82 283/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Virizion 182/283\n-damage p2a: Sunflora 221/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 202/312 brn [from] brn\n\nHere is the impact of the player's sunflora moves and the hp range that the move will do:\nsunnyday: 0 - 0\nsolarbeam: 17% - 20%\nweatherball: 9% - 11%\n\n\nHere is the impact of the opponent's virizion moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sunflora. They had the following choices:\n0. /choose move sunnyday\n1. /choose move solarbeam\n2. /choose move weatherball\n3. /choose switch ariados\n4. /choose switch flareon\n5. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move weatherball\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\nturn 7\nmove p1a: Raikou Scald p2a: Sunflora\n-damage p2a: Sunflora 271/312\n-status p2a: Sunflora brn\nmove p2a: Sunflora Sunny Day p2a: Sunflora\n-weather SunnyDay\n-weather SunnyDay [upkeep]\n-heal p1a: Raikou 176/278 [from] item: Leftovers\n-damage p2a: Sunflora 252/312 brn [from] brn\nturn 8\nswitch p1a: Virizion Virizion, L82 283/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Virizion 182/283\n-damage p2a: Sunflora 221/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 202/312 brn [from] brn\nturn 9\nswitch p1a: Alcremie Alcremie, L90, F 263/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nmove p2a: Sunflora Weather Ball p1a: Alcremie\n-damage p1a: Alcremie 116/263\n-damage p2a: Sunflora 171/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-heal p1a: Alcremie 132/263 [from] item: Leftovers\n-damage p2a: Sunflora 152/312 brn [from] brn\nturn 10\nswitch p1a: Virizion Virizion, L82 182/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Weather Ball p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-damage p2a: Sunflora 121/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 102/312 brn [from] brn\nswitch p1a: Alcremie Alcremie, L90, F 132/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\n\nHere is the impact of the player's sunflora moves and the hp range that the move will do:\nsunnyday: 0 - 0\nsolarbeam: 51% - 60%\nweatherball: 14% - 17%\n\n\nHere is the impact of the opponent's alcremie moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sunflora. They had the following choices:\n0. /choose move sunnyday\n1. /choose move solarbeam\n2. /choose move weatherball\n3. /choose switch ariados\n4. /choose switch flareon\n5. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move solarbeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\nturn 7\nmove p1a: Raikou Scald p2a: Sunflora\n-damage p2a: Sunflora 271/312\n-status p2a: Sunflora brn\nmove p2a: Sunflora Sunny Day p2a: Sunflora\n-weather SunnyDay\n-weather SunnyDay [upkeep]\n-heal p1a: Raikou 176/278 [from] item: Leftovers\n-damage p2a: Sunflora 252/312 brn [from] brn\nturn 8\nswitch p1a: Virizion Virizion, L82 283/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Virizion 182/283\n-damage p2a: Sunflora 221/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 202/312 brn [from] brn\nturn 9\nswitch p1a: Alcremie Alcremie, L90, F 263/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nmove p2a: Sunflora Weather Ball p1a: Alcremie\n-damage p1a: Alcremie 116/263\n-damage p2a: Sunflora 171/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-heal p1a: Alcremie 132/263 [from] item: Leftovers\n-damage p2a: Sunflora 152/312 brn [from] brn\nturn 10\nswitch p1a: Virizion Virizion, L82 182/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Weather Ball p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-damage p2a: Sunflora 121/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 102/312 brn [from] brn\nswitch p1a: Alcremie Alcremie, L90, F 132/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nturn 11\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Alcremie 0 fnt\nfaint p1a: Alcremie\n-damage p2a: Sunflora 71/312 brn [from] item: Life Orb\n-weather none\n-damage p2a: Sunflora 52/312 brn [from] brn\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nturn 12\nmove p1a: Gouging Fire Heat Crash p2a: Sunflora\n-damage p2a: Sunflora 0 fnt\nfaint p2a: Sunflora\nswitch p2a: Flareon Flareon, L90, M 263/263\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\ntrailblaze: 1% - 1%\nfacade: 8% - 9%\nquickattack: 4% - 5%\n\n\nHere is the impact of the opponent's gougingfire moves and the hp range that the move will do:\nheatcrash: 0 - 0\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move trailblaze\n1. /choose move facade\n2. /choose move quickattack\n3. /choose switch ariados\n4. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move trailblaze\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\nturn 7\nmove p1a: Raikou Scald p2a: Sunflora\n-damage p2a: Sunflora 271/312\n-status p2a: Sunflora brn\nmove p2a: Sunflora Sunny Day p2a: Sunflora\n-weather SunnyDay\n-weather SunnyDay [upkeep]\n-heal p1a: Raikou 176/278 [from] item: Leftovers\n-damage p2a: Sunflora 252/312 brn [from] brn\nturn 8\nswitch p1a: Virizion Virizion, L82 283/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Virizion 182/283\n-damage p2a: Sunflora 221/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 202/312 brn [from] brn\nturn 9\nswitch p1a: Alcremie Alcremie, L90, F 263/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nmove p2a: Sunflora Weather Ball p1a: Alcremie\n-damage p1a: Alcremie 116/263\n-damage p2a: Sunflora 171/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-heal p1a: Alcremie 132/263 [from] item: Leftovers\n-damage p2a: Sunflora 152/312 brn [from] brn\nturn 10\nswitch p1a: Virizion Virizion, L82 182/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Weather Ball p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-damage p2a: Sunflora 121/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 102/312 brn [from] brn\nswitch p1a: Alcremie Alcremie, L90, F 132/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nturn 11\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Alcremie 0 fnt\nfaint p1a: Alcremie\n-damage p2a: Sunflora 71/312 brn [from] item: Life Orb\n-weather none\n-damage p2a: Sunflora 52/312 brn [from] brn\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nturn 12\nmove p1a: Gouging Fire Heat Crash p2a: Sunflora\n-damage p2a: Sunflora 0 fnt\nfaint p2a: Sunflora\nswitch p2a: Flareon Flareon, L90, M 263/263\nturn 13\nmove p1a: Gouging Fire Dragon Dance p1a: Gouging Fire\n-boost p1a: Gouging Fire atk 1\n-boost p1a: Gouging Fire spe 1\nmove p2a: Flareon Trailblaze p1a: Gouging Fire\n-damage p1a: Gouging Fire 266/277\n-boost p2a: Flareon spe 1\n-status p2a: Flareon tox [from] item: Toxic Orb\nturn 14\nmove p1a: Gouging Fire Dragon Dance p1a: Gouging Fire\n-boost p1a: Gouging Fire atk 1\n-boost p1a: Gouging Fire spe 1\nmove p2a: Flareon Facade p1a: Gouging Fire\n-damage p1a: Gouging Fire 73/277\n-damage p2a: Flareon 247/263 tox [from] psn\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\ntrailblaze: 5% - 6%\nfacade: 30% - 36%\nquickattack: 17% - 21%\n\n\nHere is the impact of the opponent's gougingfire moves and the hp range that the move will do:\nheatcrash: 0 - 0\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move trailblaze\n1. /choose move facade\n2. /choose move quickattack\n3. /choose switch ariados\n4. /choose switch zamazenta\n\n\nThe winner chose to do the following:\n/choose move quickattack\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Chien-Pao Chien-Pao, L72 234/234\nswitch p2a: Lucario Lucario, L84, M 255/255\n-ability p1a: Chien-Pao Sword of Ruin\nturn 1\nmove p1a: Chien-Pao Sacred Sword p2a: Lucario\n-damage p2a: Lucario 0 fnt\nfaint p2a: Lucario\nswitch p2a: Ariados Ariados, L94, M 284/284\nturn 2\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nmove p2a: Ariados Sticky Web p1a: Gouging Fire\n-sidestart p1: Existential Risk move: Sticky Web\nturn 3\nswitch p2a: Armarouge Armarouge, L81, F 270/270\nmove p1a: Gouging Fire Heat Crash p2a: Armarouge\n-damage p2a: Armarouge 219/270\n-ability p2a: Armarouge Weak Armor boost\n-unboost p2a: Armarouge def 1\n-boost p2a: Armarouge spe 2\nturn 4\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Luxray Luxray, L88, F 284/284\n-activate p1a: Luxray move: Sticky Web\n-unboost p1a: Luxray spe 1\n-ability p1a: Luxray Intimidate boost\n-unboost p2a: Armarouge atk 1\nmove p2a: Armarouge Meteor Beam [still]\n-prepare p2a: Armarouge Meteor Beam\n-boost p2a: Armarouge spa 1\n-enditem p2a: Armarouge Power Herb\n-damage p1a: Luxray 178/284\nturn 5\n-terastallize p2a: Armarouge Fire\nmove p2a: Armarouge Armor Cannon p1a: Luxray\n-damage p1a: Luxray 0 fnt\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nfaint p1a: Luxray\nswitch p1a: Raikou Raikou, L81 278/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\nturn 6\n-terastallize p1a: Raikou Water\nmove p2a: Armarouge Armor Cannon p1a: Raikou\n-damage p1a: Raikou 142/278\n-unboost p2a: Armarouge def 1\n-unboost p2a: Armarouge spd 1\nmove p1a: Raikou Scald p2a: Armarouge\n-damage p2a: Armarouge 0 fnt\nfaint p2a: Armarouge\n-heal p1a: Raikou 159/278 [from] item: Leftovers\nswitch p2a: Sunflora Sunflora, F 312/312\nturn 7\nmove p1a: Raikou Scald p2a: Sunflora\n-damage p2a: Sunflora 271/312\n-status p2a: Sunflora brn\nmove p2a: Sunflora Sunny Day p2a: Sunflora\n-weather SunnyDay\n-weather SunnyDay [upkeep]\n-heal p1a: Raikou 176/278 [from] item: Leftovers\n-damage p2a: Sunflora 252/312 brn [from] brn\nturn 8\nswitch p1a: Virizion Virizion, L82 283/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Virizion 182/283\n-damage p2a: Sunflora 221/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 202/312 brn [from] brn\nturn 9\nswitch p1a: Alcremie Alcremie, L90, F 263/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nmove p2a: Sunflora Weather Ball p1a: Alcremie\n-damage p1a: Alcremie 116/263\n-damage p2a: Sunflora 171/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-heal p1a: Alcremie 132/263 [from] item: Leftovers\n-damage p2a: Sunflora 152/312 brn [from] brn\nturn 10\nswitch p1a: Virizion Virizion, L82 182/283\n-activate p1a: Virizion move: Sticky Web\n-unboost p1a: Virizion spe 1\nmove p2a: Sunflora Weather Ball p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-damage p2a: Sunflora 121/312 brn [from] item: Life Orb\n-weather SunnyDay [upkeep]\n-damage p2a: Sunflora 102/312 brn [from] brn\nswitch p1a: Alcremie Alcremie, L90, F 132/263\n-activate p1a: Alcremie move: Sticky Web\n-unboost p1a: Alcremie spe 1\nturn 11\nmove p2a: Sunflora Solar Beam [still]\n-prepare p2a: Sunflora Solar Beam\n-damage p1a: Alcremie 0 fnt\nfaint p1a: Alcremie\n-damage p2a: Sunflora 71/312 brn [from] item: Life Orb\n-weather none\n-damage p2a: Sunflora 52/312 brn [from] brn\nswitch p1a: Gouging Fire Gouging Fire, L74 277/277\nturn 12\nmove p1a: Gouging Fire Heat Crash p2a: Sunflora\n-damage p2a: Sunflora 0 fnt\nfaint p2a: Sunflora\nswitch p2a: Flareon Flareon, L90, M 263/263\nturn 13\nmove p1a: Gouging Fire Dragon Dance p1a: Gouging Fire\n-boost p1a: Gouging Fire atk 1\n-boost p1a: Gouging Fire spe 1\nmove p2a: Flareon Trailblaze p1a: Gouging Fire\n-damage p1a: Gouging Fire 266/277\n-boost p2a: Flareon spe 1\n-status p2a: Flareon tox [from] item: Toxic Orb\nturn 14\nmove p1a: Gouging Fire Dragon Dance p1a: Gouging Fire\n-boost p1a: Gouging Fire atk 1\n-boost p1a: Gouging Fire spe 1\nmove p2a: Flareon Facade p1a: Gouging Fire\n-damage p1a: Gouging Fire 73/277\n-damage p2a: Flareon 247/263 tox [from] psn\nturn 15\nmove p2a: Flareon Quick Attack p1a: Gouging Fire\n-damage p1a: Gouging Fire 19/277\nmove p1a: Gouging Fire Outrage p2a: Flareon\n-damage p2a: Flareon 0 fnt\nfaint p2a: Flareon\nswitch p2a: Zamazenta Zamazenta, L72 251/251\n-ability p2a: Zamazenta Dauntless Shield boost\n-boost p2a: Zamazenta def 1\nturn 16\nmove p1a: Gouging Fire Outrage p2a: Zamazenta [from]lockedmove\n-damage p2a: Zamazenta 119/251\nmove p2a: Zamazenta Close Combat p1a: Gouging Fire\n-damage p1a: Gouging Fire 0 fnt\n-unboost p2a: Zamazenta def 1\n-unboost p2a: Zamazenta spd 1\nfaint p1a: Gouging Fire\n-end p1a: Gouging Fire Protosynthesis [silent]\nswitch p1a: Raikou Raikou, L81, tera:Water 176/278\n-activate p1a: Raikou move: Sticky Web\n-unboost p1a: Raikou spe 1\n-ability p1a: Raikou Pressure\n\nHere is the impact of the player's zamazenta moves and the hp range that the move will do:\nclosecombat: 26% - 31%\n\n\nHere is the impact of the opponent's raikou moves and the hp range that the move will do:\nscald: 99% - 116%\n\n\nThe winner's active Pokemon is zamazenta. They had the following choices:\n0. /choose move closecombat\n1. /choose switch ariados\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,323
gen9randombattle-2138517761
2,200
|j|☆papadopes |j|☆RandomBattler231 |t:|1717732894 |gametype|singles |player|p1|papadopes|1|2264 |player|p2|RandomBattler231|janitor|2217 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717732894 |start |switch|p1a: Girafarig|Girafarig, L89, F|269/269 |switch|p2a: Annihilape|Annihilape, L76, F|292/292 |turn|1 |j| 4563uterw | |t:|1717732905 |move|p1a: Girafarig|Nasty Plot|p1a: Girafarig |-boost|p1a: Girafarig|spa|2 |move|p2a: Annihilape|Bulk Up|p2a: Annihilape |-boost|p2a: Annihilape|atk|1 |-boost|p2a: Annihilape|def|1 | |upkeep |turn|2 | |t:|1717732909 |move|p1a: Girafarig|Psyshock|p2a: Annihilape |-supereffective|p2a: Annihilape |-damage|p2a: Annihilape|32/292 |move|p2a: Annihilape|Bulk Up|p2a: Annihilape |-boost|p2a: Annihilape|atk|1 |-boost|p2a: Annihilape|def|1 | |-heal|p2a: Annihilape|50/292|[from] item: Leftovers |upkeep |turn|3 | |t:|1717732914 |move|p1a: Girafarig|Psyshock|p2a: Annihilape |-supereffective|p2a: Annihilape |-damage|p2a: Annihilape|0 fnt |faint|p2a: Annihilape | |upkeep | |t:|1717732922 |switch|p2a: Eelektross|Eelektross, L87, F|290/290 |turn|4 | |t:|1717732927 |move|p1a: Girafarig|Psyshock|p2a: Eelektross |-damage|p2a: Eelektross|112/290 |move|p2a: Eelektross|Knock Off|p1a: Girafarig |-supereffective|p1a: Girafarig |-damage|p1a: Girafarig|139/269 |-enditem|p1a: Girafarig|Eviolite|[from] move: Knock Off|[of] p2a: Eelektross | |upkeep |turn|5 | |t:|1717732935 |switch|p2a: Mew|Mew, L82|298/298 |move|p1a: Girafarig|Psyshock|p2a: Mew |-resisted|p2a: Mew |-damage|p2a: Mew|212/298 | |-heal|p2a: Mew|230/298|[from] item: Leftovers |upkeep |turn|6 | |t:|1717732941 |move|p2a: Mew|U-turn|p1a: Girafarig |-supereffective|p1a: Girafarig |-damage|p1a: Girafarig|31/269 | |t:|1717732946 |switch|p2a: Eelektross|Eelektross, L87, F|112/290|[from] U-turn |move|p1a: Girafarig|Hyper Voice|p2a: Eelektross |-damage|p2a: Eelektross|0 fnt |faint|p2a: Eelektross | |upkeep | |t:|1717732952 |switch|p2a: Mew|Mew, L82|230/298 |turn|7 | |t:|1717732957 |move|p2a: Mew|Psychic|p1a: Girafarig |-resisted|p1a: Girafarig |-damage|p1a: Girafarig|0 fnt |faint|p1a: Girafarig | |-heal|p2a: Mew|248/298|[from] item: Leftovers |upkeep | |t:|1717732964 |switch|p1a: Houndoom|Houndoom, L86, M|269/269 |turn|8 | |t:|1717732974 |switch|p2a: Clawitzer|Clawitzer, L86, F|262/262 |move|p1a: Houndoom|Nasty Plot|p1a: Houndoom |-boost|p1a: Houndoom|spa|2 | |upkeep |turn|9 | |t:|1717732991 |move|p1a: Houndoom|Sludge Bomb|p2a: Clawitzer |-damage|p2a: Clawitzer|130/262 |move|p2a: Clawitzer|Water Pulse|p1a: Houndoom |-supereffective|p1a: Houndoom |-damage|p1a: Houndoom|0 fnt |faint|p1a: Houndoom | |upkeep | |t:|1717732995 |switch|p1a: Mimikyu|Mimikyu, L79, F|216/216 |turn|10 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by RandomBattler231) | |t:|1717733027 |move|p1a: Mimikyu|Wood Hammer|p2a: Clawitzer |-supereffective|p2a: Clawitzer |-damage|p2a: Clawitzer|0 fnt |faint|p2a: Clawitzer |-damage|p1a: Mimikyu|173/216|[from] Recoil |-damage|p1a: Mimikyu|152/216|[from] item: Life Orb | |upkeep | |t:|1717733035 |switch|p2a: Pecharunt|Pecharunt, L77|262/262 |turn|11 | |t:|1717733049 |move|p1a: Mimikyu|Swords Dance|p1a: Mimikyu |-boost|p1a: Mimikyu|atk|2 |move|p2a: Pecharunt|Malignant Chain|p1a: Mimikyu |-activate|p1a: Mimikyu|ability: Disguise |-damage|p1a: Mimikyu|152/216 |-status|p1a: Mimikyu|tox |-start|p1a: Mimikyu|confusion|[from] ability: Poison Puppeteer|[of] p2a: Pecharunt |detailschange|p1a: Mimikyu|Mimikyu-Busted, L79, F |-damage|p1a: Mimikyu|125/216 tox|[from] pokemon: Mimikyu-Busted | |-damage|p1a: Mimikyu|112/216 tox|[from] psn |upkeep |turn|12 | |t:|1717733054 |-activate|p1a: Mimikyu|confusion |-damage|p1a: Mimikyu|55/216 tox|[from] confusion |move|p2a: Pecharunt|Shadow Ball|p1a: Mimikyu |-supereffective|p1a: Mimikyu |-damage|p1a: Mimikyu|0 fnt |faint|p1a: Mimikyu | |upkeep | |t:|1717733067 |switch|p1a: Chimecho|Chimecho, L94, F|293/293 |turn|13 | |t:|1717733074 |switch|p2a: Mew|Mew, L82|248/298 |move|p1a: Chimecho|Psychic|p2a: Mew |-resisted|p2a: Mew |-damage|p2a: Mew|195/298 | |-heal|p2a: Mew|213/298|[from] item: Leftovers |upkeep |turn|14 | |t:|1717733083 |switch|p1a: Slaking|Slaking, L84, M|389/389 |move|p2a: Mew|Taunt|p1a: Slaking |-start|p1a: Slaking|move: Taunt | |-heal|p2a: Mew|231/298|[from] item: Leftovers |upkeep |turn|15 | |t:|1717733091 |move|p1a: Slaking|Knock Off|p2a: Mew |-supereffective|p2a: Mew |-crit|p2a: Mew |-damage|p2a: Mew|0 fnt |-enditem|p2a: Mew|Leftovers|[from] move: Knock Off|[of] p1a: Slaking |faint|p2a: Mew | |upkeep | |t:|1717733099 |switch|p2a: Pecharunt|Pecharunt, L77|262/262 |turn|16 | |t:|1717733105 |cant|p1a: Slaking|ability: Truant |move|p2a: Pecharunt|Nasty Plot|p2a: Pecharunt |-boost|p2a: Pecharunt|spa|2 | |-end|p1a: Slaking|move: Taunt |upkeep |turn|17 | |t:|1717733110 |-terastallize|p2a: Pecharunt|Dark |move|p1a: Slaking|Knock Off|p2a: Pecharunt |-resisted|p2a: Pecharunt |-damage|p2a: Pecharunt|210/262 |-enditem|p2a: Pecharunt|Leftovers|[from] move: Knock Off|[of] p1a: Slaking |move|p2a: Pecharunt|Malignant Chain|p1a: Slaking |-damage|p1a: Slaking|190/389 |-status|p1a: Slaking|tox |-start|p1a: Slaking|confusion|[from] ability: Poison Puppeteer|[of] p2a: Pecharunt | |-damage|p1a: Slaking|166/389 tox|[from] psn |upkeep |turn|18 | |t:|1717733117 |switch|p1a: Chimecho|Chimecho, L94, F|293/293 |move|p2a: Pecharunt|Nasty Plot|p2a: Pecharunt |-boost|p2a: Pecharunt|spa|2 | |upkeep |turn|19 | |t:|1717733127 |move|p2a: Pecharunt|Shadow Ball|p1a: Chimecho |-supereffective|p1a: Chimecho |-damage|p1a: Chimecho|0 fnt |faint|p1a: Chimecho | |upkeep | |t:|1717733129 |switch|p1a: Slaking|Slaking, L84, M|166/389 tox |turn|20 | |t:|1717733135 |move|p1a: Slaking|Giga Impact|p2a: Pecharunt |-damage|p2a: Pecharunt|0 fnt |-mustrecharge|p1a: Slaking |faint|p2a: Pecharunt | |-damage|p1a: Slaking|142/389 tox|[from] psn |upkeep | |t:|1717733138 |switch|p2a: Talonflame|Talonflame, L84, M|268/268 |turn|21 | |t:|1717733141 |move|p2a: Talonflame|Swords Dance|p2a: Talonflame |-boost|p2a: Talonflame|atk|2 |cant|p1a: Slaking|recharge | |-damage|p1a: Slaking|94/389 tox|[from] psn |upkeep |turn|22 | |t:|1717733144 |move|p2a: Talonflame|Brave Bird|p1a: Slaking |-damage|p1a: Slaking|0 fnt |faint|p1a: Slaking |-damage|p2a: Talonflame|237/268|[from] Recoil | |upkeep | |t:|1717733145 |switch|p1a: Blastoise|Blastoise, L80, F|258/258 |turn|23 | |t:|1717733151 |move|p2a: Talonflame|Brave Bird|p1a: Blastoise |-damage|p1a: Blastoise|42/258 |-damage|p2a: Talonflame|166/268|[from] Recoil |move|p1a: Blastoise|Shell Smash|p1a: Blastoise |-unboost|p1a: Blastoise|def|1 |-unboost|p1a: Blastoise|spd|1 |-boost|p1a: Blastoise|atk|2 |-boost|p1a: Blastoise|spa|2 |-boost|p1a: Blastoise|spe|2 |-enditem|p1a: Blastoise|White Herb |-clearnegativeboost|p1a: Blastoise|[silent] | |upkeep |turn|24 | |t:|1717733157 |-terastallize|p1a: Blastoise|Electric |move|p1a: Blastoise|Tera Blast|p2a: Talonflame|[anim] Tera Blast Electric |-supereffective|p2a: Talonflame |-damage|p2a: Talonflame|0 fnt |faint|p2a: Talonflame | |win|papadopes |raw|papadopes's rating: 2264 &rarr; <strong>2281</strong><br />(+17 for winning) |raw|RandomBattler231's rating: 2217 &rarr; <strong>2200</strong><br />(-17 for losing) |l|☆RandomBattler231 |player|p2| |l| 4563uterw
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 24% - 28%\nhypervoice: 0 - 0\n\n\nHere is the impact of the opponent's annihilape moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move hypervoice\n3. /choose switch houndoom\n4. /choose switch mimikyu\n5. /choose switch chimecho\n6. /choose switch slaking\n7. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 140% - 166%\nhypervoice: 0 - 0\n\n\nHere is the impact of the opponent's annihilape moves and the hp range that the move will do:\nbulkup: 0 - 0\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move hypervoice\n3. /choose switch houndoom\n4. /choose switch mimikyu\n5. /choose switch chimecho\n6. /choose switch slaking\n7. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 55% - 66%\nhypervoice: 63% - 74%\n\n\nHere is the impact of the opponent's eelektross moves and the hp range that the move will do:\nknockoff: 90% - 107%\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move hypervoice\n3. /choose switch houndoom\n4. /choose switch mimikyu\n5. /choose switch chimecho\n6. /choose switch slaking\n7. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\nturn 5\nswitch p2a: Mew Mew, L82 298/298\nmove p1a: Girafarig Psyshock p2a: Mew\n-damage p2a: Mew 212/298\n-heal p2a: Mew 230/298 [from] item: Leftovers\nturn 6\nmove p2a: Mew U-turn p1a: Girafarig\n-damage p1a: Girafarig 31/269\nswitch p2a: Eelektross Eelektross, L87, F 112/290 [from] U-turn\nmove p1a: Girafarig Hyper Voice p2a: Eelektross\n-damage p2a: Eelektross 0 fnt\nfaint p2a: Eelektross\nswitch p2a: Mew Mew, L82 230/298\n\nHere is the impact of the player's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 11% - 13%\nhypervoice: 26% - 30%\n\n\nHere is the impact of the opponent's mew moves and the hp range that the move will do:\nuturn: 348% - 412%\n\n\nThe winner's active Pokemon is girafarig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move hypervoice\n3. /choose switch houndoom\n4. /choose switch mimikyu\n5. /choose switch chimecho\n6. /choose switch slaking\n7. /choose switch blastoise\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in houndoom.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\nturn 5\nswitch p2a: Mew Mew, L82 298/298\nmove p1a: Girafarig Psyshock p2a: Mew\n-damage p2a: Mew 212/298\n-heal p2a: Mew 230/298 [from] item: Leftovers\nturn 6\nmove p2a: Mew U-turn p1a: Girafarig\n-damage p1a: Girafarig 31/269\nswitch p2a: Eelektross Eelektross, L87, F 112/290 [from] U-turn\nmove p1a: Girafarig Hyper Voice p2a: Eelektross\n-damage p2a: Eelektross 0 fnt\nfaint p2a: Eelektross\nswitch p2a: Mew Mew, L82 230/298\nturn 7\nmove p2a: Mew Psychic p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\nfaint p1a: Girafarig\n-heal p2a: Mew 248/298 [from] item: Leftovers\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 8\nswitch p2a: Clawitzer Clawitzer, L86, F 262/262\nmove p1a: Houndoom Nasty Plot p1a: Houndoom\n-boost p1a: Houndoom spa 2\n\nHere is the impact of the player's houndoom moves and the hp range that the move will do:\nnastyplot: 0 - 0\nsludgebomb: 20% - 24%\n\n\nHere is the impact of the opponent's clawitzer moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is houndoom. They had the following choices:\n0. /choose move nastyplot\n1. /choose move sludgebomb\n2. /choose switch mimikyu\n3. /choose switch chimecho\n4. /choose switch slaking\n5. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\nturn 5\nswitch p2a: Mew Mew, L82 298/298\nmove p1a: Girafarig Psyshock p2a: Mew\n-damage p2a: Mew 212/298\n-heal p2a: Mew 230/298 [from] item: Leftovers\nturn 6\nmove p2a: Mew U-turn p1a: Girafarig\n-damage p1a: Girafarig 31/269\nswitch p2a: Eelektross Eelektross, L87, F 112/290 [from] U-turn\nmove p1a: Girafarig Hyper Voice p2a: Eelektross\n-damage p2a: Eelektross 0 fnt\nfaint p2a: Eelektross\nswitch p2a: Mew Mew, L82 230/298\nturn 7\nmove p2a: Mew Psychic p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\nfaint p1a: Girafarig\n-heal p2a: Mew 248/298 [from] item: Leftovers\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 8\nswitch p2a: Clawitzer Clawitzer, L86, F 262/262\nmove p1a: Houndoom Nasty Plot p1a: Houndoom\n-boost p1a: Houndoom spa 2\nturn 9\nmove p1a: Houndoom Sludge Bomb p2a: Clawitzer\n-damage p2a: Clawitzer 130/262\nmove p2a: Clawitzer Water Pulse p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 10\nmove p1a: Mimikyu Wood Hammer p2a: Clawitzer\n-damage p2a: Clawitzer 0 fnt\nfaint p2a: Clawitzer\n-damage p1a: Mimikyu 173/216 [from] Recoil\n-damage p1a: Mimikyu 152/216 [from] item: Life Orb\nswitch p2a: Pecharunt Pecharunt, L77 262/262\n\nHere is the impact of the player's mimikyu moves and the hp range that the move will do:\nwoodhammer: 4% - 4%\nswordsdance: 0 - 0\n\n\nHere is the impact of the opponent's pecharunt moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is mimikyu. They had the following choices:\n0. /choose move woodhammer\n1. /choose move swordsdance\n2. /choose switch chimecho\n3. /choose switch slaking\n4. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\nturn 5\nswitch p2a: Mew Mew, L82 298/298\nmove p1a: Girafarig Psyshock p2a: Mew\n-damage p2a: Mew 212/298\n-heal p2a: Mew 230/298 [from] item: Leftovers\nturn 6\nmove p2a: Mew U-turn p1a: Girafarig\n-damage p1a: Girafarig 31/269\nswitch p2a: Eelektross Eelektross, L87, F 112/290 [from] U-turn\nmove p1a: Girafarig Hyper Voice p2a: Eelektross\n-damage p2a: Eelektross 0 fnt\nfaint p2a: Eelektross\nswitch p2a: Mew Mew, L82 230/298\nturn 7\nmove p2a: Mew Psychic p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\nfaint p1a: Girafarig\n-heal p2a: Mew 248/298 [from] item: Leftovers\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 8\nswitch p2a: Clawitzer Clawitzer, L86, F 262/262\nmove p1a: Houndoom Nasty Plot p1a: Houndoom\n-boost p1a: Houndoom spa 2\nturn 9\nmove p1a: Houndoom Sludge Bomb p2a: Clawitzer\n-damage p2a: Clawitzer 130/262\nmove p2a: Clawitzer Water Pulse p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 10\nmove p1a: Mimikyu Wood Hammer p2a: Clawitzer\n-damage p2a: Clawitzer 0 fnt\nfaint p2a: Clawitzer\n-damage p1a: Mimikyu 173/216 [from] Recoil\n-damage p1a: Mimikyu 152/216 [from] item: Life Orb\nswitch p2a: Pecharunt Pecharunt, L77 262/262\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Pecharunt Malignant Chain p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 152/216\n-status p1a: Mimikyu tox\n-start p1a: Mimikyu confusion [from] ability: Poison Puppeteer [of] p2a: Pecharunt\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 125/216 tox [from] pokemon: Mimikyu-Busted\n-damage p1a: Mimikyu 112/216 tox [from] psn\nturn 12\n-activate p1a: Mimikyu confusion\n-damage p1a: Mimikyu 55/216 tox [from] confusion\nmove p2a: Pecharunt Shadow Ball p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\nswitch p1a: Chimecho Chimecho, L94, F 293/293\n\nHere is the impact of the player's chimecho moves and the hp range that the move will do:\npsychic: 36% - 42%\n\n\nHere is the impact of the opponent's pecharunt moves and the hp range that the move will do:\nmalignantchain: 22% - 26%\nshadowball: 36% - 43%\n\n\nThe winner's active Pokemon is chimecho. They had the following choices:\n0. /choose move psychic\n1. /choose switch slaking\n2. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move psychic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nswitch p2a: Annihilape Annihilape, L76, F 292/292\nturn 1\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\nturn 2\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 32/292\nmove p2a: Annihilape Bulk Up p2a: Annihilape\n-boost p2a: Annihilape atk 1\n-boost p2a: Annihilape def 1\n-heal p2a: Annihilape 50/292 [from] item: Leftovers\nturn 3\nmove p1a: Girafarig Psyshock p2a: Annihilape\n-damage p2a: Annihilape 0 fnt\nfaint p2a: Annihilape\nswitch p2a: Eelektross Eelektross, L87, F 290/290\nturn 4\nmove p1a: Girafarig Psyshock p2a: Eelektross\n-damage p2a: Eelektross 112/290\nmove p2a: Eelektross Knock Off p1a: Girafarig\n-damage p1a: Girafarig 139/269\n-enditem p1a: Girafarig Eviolite [from] move: Knock Off [of] p2a: Eelektross\nturn 5\nswitch p2a: Mew Mew, L82 298/298\nmove p1a: Girafarig Psyshock p2a: Mew\n-damage p2a: Mew 212/298\n-heal p2a: Mew 230/298 [from] item: Leftovers\nturn 6\nmove p2a: Mew U-turn p1a: Girafarig\n-damage p1a: Girafarig 31/269\nswitch p2a: Eelektross Eelektross, L87, F 112/290 [from] U-turn\nmove p1a: Girafarig Hyper Voice p2a: Eelektross\n-damage p2a: Eelektross 0 fnt\nfaint p2a: Eelektross\nswitch p2a: Mew Mew, L82 230/298\nturn 7\nmove p2a: Mew Psychic p1a: Girafarig\n-damage p1a: Girafarig 0 fnt\nfaint p1a: Girafarig\n-heal p2a: Mew 248/298 [from] item: Leftovers\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 8\nswitch p2a: Clawitzer Clawitzer, L86, F 262/262\nmove p1a: Houndoom Nasty Plot p1a: Houndoom\n-boost p1a: Houndoom spa 2\nturn 9\nmove p1a: Houndoom Sludge Bomb p2a: Clawitzer\n-damage p2a: Clawitzer 130/262\nmove p2a: Clawitzer Water Pulse p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 10\nmove p1a: Mimikyu Wood Hammer p2a: Clawitzer\n-damage p2a: Clawitzer 0 fnt\nfaint p2a: Clawitzer\n-damage p1a: Mimikyu 173/216 [from] Recoil\n-damage p1a: Mimikyu 152/216 [from] item: Life Orb\nswitch p2a: Pecharunt Pecharunt, L77 262/262\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Pecharunt Malignant Chain p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 152/216\n-status p1a: Mimikyu tox\n-start p1a: Mimikyu confusion [from] ability: Poison Puppeteer [of] p2a: Pecharunt\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 125/216 tox [from] pokemon: Mimikyu-Busted\n-damage p1a: Mimikyu 112/216 tox [from] psn\nturn 12\n-activate p1a: Mimikyu confusion\n-damage p1a: Mimikyu 55/216 tox [from] confusion\nmove p2a: Pecharunt Shadow Ball p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\nfaint p1a: Mimikyu\nswitch p1a: Chimecho Chimecho, L94, F 293/293\nturn 13\nswitch p2a: Mew Mew, L82 248/298\nmove p1a: Chimecho Psychic p2a: Mew\n-damage p2a: Mew 195/298\n-heal p2a: Mew 213/298 [from] item: Leftovers\nturn 14\nswitch p1a: Slaking Slaking, L84, M 389/389\nmove p2a: Mew Taunt p1a: Slaking\n-start p1a: Slaking move: Taunt\n-heal p2a: Mew 231/298 [from] item: Leftovers\n\nHere is the impact of the player's slaking moves and the hp range that the move will do:\nknockoff: 27% - 32%\ngigaimpact: 31% - 37%\n\n\nHere is the impact of the opponent's mew moves and the hp range that the move will do:\nuturn: 10% - 12%\npsychic: 28% - 33%\ntaunt: 0 - 0\n\n\nThe winner's active Pokemon is slaking. They had the following choices:\n0. /choose move knockoff\n1. /choose move gigaimpact\n2. /choose switch chimecho\n3. /choose switch blastoise\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,325
gen9randombattle-2136948963
2,200
|j|☆CFDS |j|‽FaZe Alec Baldwin |t:|1717531305 |gametype|singles |player|p1|CFDS|nate|2235 |player|p2|FaZe Alec Baldwin|drayden|2281 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717531305 |start |switch|p1a: Weezing|Weezing-Galar, L86, F|252/252 |switch|p2a: Sandaconda|Sandaconda, L84, M|258/258 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by CFDS) | |t:|1717531319 |move|p2a: Sandaconda|Stealth Rock|p1a: Weezing |-sidestart|p1: CFDS|move: Stealth Rock |move|p1a: Weezing|Strange Steam|p2a: Sandaconda |-damage|p2a: Sandaconda|144/258 | |-heal|p2a: Sandaconda|160/258|[from] item: Leftovers |upkeep |turn|2 |j| yey3663ye |j| kukpoo | |t:|1717531345 |switch|p2a: Porygon2|Porygon2, L82|274/274 |-ability|p2a: Porygon2|Download|boost |-boost|p2a: Porygon2|spa|1 |move|p1a: Weezing|Defog|p2a: Porygon2 |-unboost|p2a: Porygon2|evasion|1 |-sideend|p1: CFDS|Stealth Rock|[from] move: Defog|[of] p1a: Weezing | |upkeep |turn|3 |j| Klanex | |t:|1717531355 |switch|p1a: Skarmory|Skarmory, L80, M|235/235 |move|p2a: Porygon2|Tri Attack|p1a: Skarmory |-resisted|p1a: Skarmory |-damage|p1a: Skarmory|157/235 | |upkeep |turn|4 | |t:|1717531358 |move|p1a: Skarmory|Stealth Rock|p2a: Porygon2 |-sidestart|p2: FaZe Alec Baldwin|move: Stealth Rock |move|p2a: Porygon2|Discharge|p1a: Skarmory |-supereffective|p1a: Skarmory |-damage|p1a: Skarmory|0 fnt |faint|p1a: Skarmory | |upkeep |j| un lucky manny | |t:|1717531370 |switch|p1a: Misdreavus|Misdreavus, L90, M|254/254 |turn|5 | |t:|1717531375 |move|p1a: Misdreavus|Will-O-Wisp|p2a: Porygon2 |-status|p2a: Porygon2|brn |move|p2a: Porygon2|Discharge|p1a: Misdreavus |-damage|p1a: Misdreavus|203/254 | |-damage|p2a: Porygon2|257/274 brn|[from] brn |upkeep |turn|6 | |t:|1717531377 |move|p1a: Misdreavus|Calm Mind|p1a: Misdreavus |-boost|p1a: Misdreavus|spa|1 |-boost|p1a: Misdreavus|spd|1 |move|p2a: Porygon2|Discharge|p1a: Misdreavus |-damage|p1a: Misdreavus|169/254 | |-damage|p2a: Porygon2|240/274 brn|[from] brn |upkeep |turn|7 | |t:|1717531380 |move|p1a: Misdreavus|Calm Mind|p1a: Misdreavus |-boost|p1a: Misdreavus|spa|1 |-boost|p1a: Misdreavus|spd|1 |move|p2a: Porygon2|Discharge|p1a: Misdreavus |-damage|p1a: Misdreavus|139/254 | |-damage|p2a: Porygon2|223/274 brn|[from] brn |upkeep |turn|8 | |t:|1717531382 |move|p1a: Misdreavus|Draining Kiss|p2a: Porygon2 |-damage|p2a: Porygon2|174/274 brn |-heal|p1a: Misdreavus|176/254|[from] drain|[of] p2a: Porygon2 |move|p2a: Porygon2|Discharge|p1a: Misdreavus |-damage|p1a: Misdreavus|150/254 |-status|p1a: Misdreavus|par | |-damage|p2a: Porygon2|157/274 brn|[from] brn |upkeep |turn|9 | |t:|1717531390 |switch|p2a: Arcanine|Arcanine-Hisui, L82, F|290/290 |move|p1a: Misdreavus|Draining Kiss|p2a: Arcanine |-resisted|p2a: Arcanine |-damage|p2a: Arcanine|251/290 |-heal|p1a: Misdreavus|179/254 par|[from] drain|[of] p2a: Arcanine | |upkeep |turn|10 | |t:|1717531395 |move|p2a: Arcanine|Head Smash|p1a: Misdreavus |-damage|p1a: Misdreavus|32/254 par |move|p1a: Misdreavus|Shadow Ball|p2a: Arcanine |-damage|p2a: Arcanine|58/290 | |upkeep |turn|11 | |t:|1717531398 |move|p2a: Arcanine|Flare Blitz|p1a: Misdreavus |-damage|p1a: Misdreavus|0 fnt |faint|p1a: Misdreavus | |upkeep | |t:|1717531402 |switch|p1a: Reshiram|Reshiram, L76|277/277 |-ability|p1a: Reshiram|Turboblaze |turn|12 | |t:|1717531406 |move|p2a: Arcanine|Head Smash|p1a: Reshiram |-supereffective|p1a: Reshiram |-damage|p1a: Reshiram|0 fnt |faint|p1a: Reshiram | |upkeep | |t:|1717531410 |switch|p1a: Volcarona|Volcarona, L77, M|257/257 |turn|13 | |t:|1717531414 |switch|p2a: Clodsire|Clodsire, L81, F|343/343 |-damage|p2a: Clodsire|322/343|[from] Stealth Rock |move|p1a: Volcarona|Giga Drain|p2a: Clodsire |-damage|p2a: Clodsire|270/343 | |-heal|p2a: Clodsire|291/343|[from] item: Leftovers |upkeep |turn|14 | |t:|1717531421 |switch|p1a: Krookodile|Krookodile, L80, F|283/283 |move|p2a: Clodsire|Toxic|p1a: Krookodile |-status|p1a: Krookodile|tox | |-heal|p2a: Clodsire|312/343|[from] item: Leftovers |-damage|p1a: Krookodile|266/283 tox|[from] psn |upkeep |turn|15 | |t:|1717531435 |switch|p2a: Cryogonal|Cryogonal, L89|287/287 |move|p1a: Krookodile|Earthquake|p2a: Cryogonal |-immune|p2a: Cryogonal|[from] ability: Levitate | |-damage|p1a: Krookodile|232/283 tox|[from] psn |upkeep |turn|16 | |t:|1717531439 |switch|p1a: Volcarona|Volcarona, L77, M|257/257 |move|p2a: Cryogonal|Rapid Spin|p1a: Volcarona |-damage|p1a: Volcarona|221/257 |-boost|p2a: Cryogonal|spe|1 |-sideend|p2: FaZe Alec Baldwin|Stealth Rock|[from] move: Rapid Spin|[of] p2a: Cryogonal | |upkeep |turn|17 | |t:|1717531445 |switch|p2a: Sylveon|Sylveon, L85, M|300/300 |move|p1a: Volcarona|Quiver Dance|p1a: Volcarona |-boost|p1a: Volcarona|spa|1 |-boost|p1a: Volcarona|spd|1 |-boost|p1a: Volcarona|spe|1 | |upkeep |turn|18 | |t:|1717531457 |move|p1a: Volcarona|Quiver Dance|p1a: Volcarona |-boost|p1a: Volcarona|spa|1 |-boost|p1a: Volcarona|spd|1 |-boost|p1a: Volcarona|spe|1 |move|p2a: Sylveon|Wish|p2a: Sylveon | |upkeep |turn|19 | |t:|1717531460 |switch|p2a: Clodsire|Clodsire, L81, F|312/343 |move|p1a: Volcarona|Quiver Dance|p1a: Volcarona |-boost|p1a: Volcarona|spa|1 |-boost|p1a: Volcarona|spd|1 |-boost|p1a: Volcarona|spe|1 | |-heal|p2a: Clodsire|343/343|[from] move: Wish|[wisher] Sylveon |upkeep |turn|20 | |t:|1717531463 |move|p1a: Volcarona|Fire Blast|p2a: Clodsire |-damage|p2a: Clodsire|231/343 |move|p2a: Clodsire|Toxic|p1a: Volcarona |-status|p1a: Volcarona|tox | |-heal|p2a: Clodsire|252/343|[from] item: Leftovers |-damage|p1a: Volcarona|205/257 tox|[from] psn |upkeep |turn|21 | |t:|1717531467 |-terastallize|p1a: Volcarona|Water |move|p1a: Volcarona|Tera Blast|p2a: Clodsire|[anim] Tera Blast Water |-supereffective|p2a: Clodsire |-damage|p2a: Clodsire|82/343 |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|254/343 | |-heal|p2a: Clodsire|275/343|[from] item: Leftovers |-damage|p1a: Volcarona|173/257 tox|[from] psn |upkeep |turn|22 | |t:|1717531474 |move|p1a: Volcarona|Tera Blast|p2a: Clodsire|[anim] Tera Blast Water |-supereffective|p2a: Clodsire |-damage|p2a: Clodsire|113/343 |move|p2a: Clodsire|Toxic|p1a: Volcarona |-fail|p1a: Volcarona|tox | |-heal|p2a: Clodsire|134/343|[from] item: Leftovers |-damage|p1a: Volcarona|125/257 tox|[from] psn |upkeep |turn|23 | |t:|1717531480 |-terastallize|p2a: Clodsire|Flying |move|p1a: Volcarona|Tera Blast|p2a: Clodsire|[anim] Tera Blast Water |-damage|p2a: Clodsire|41/343 |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|213/343 | |-heal|p2a: Clodsire|234/343|[from] item: Leftovers |-damage|p1a: Volcarona|61/257 tox|[from] psn |upkeep |turn|24 | |t:|1717531484 |move|p1a: Volcarona|Fire Blast|p2a: Clodsire |-damage|p2a: Clodsire|116/343 |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|288/343 | |-heal|p2a: Clodsire|309/343|[from] item: Leftovers |-damage|p1a: Volcarona|0 fnt|[from] psn |faint|p1a: Volcarona |upkeep | |t:|1717531486 |switch|p1a: Krookodile|Krookodile, L80, F|232/283 tox |turn|25 | |t:|1717531491 |switch|p2a: Sylveon|Sylveon, L85, M|300/300 |move|p1a: Krookodile|Stone Edge|p2a: Sylveon |-damage|p2a: Sylveon|149/300 | |-heal|p2a: Sylveon|167/300|[from] item: Leftovers |-damage|p1a: Krookodile|215/283 tox|[from] psn |upkeep |turn|26 |l| yey3663ye | |t:|1717531504 |move|p1a: Krookodile|Stone Edge|p2a: Sylveon |-damage|p2a: Sylveon|20/300 |move|p2a: Sylveon|Hyper Voice|p1a: Krookodile |-supereffective|p1a: Krookodile |-damage|p1a: Krookodile|0 fnt |faint|p1a: Krookodile | |-heal|p2a: Sylveon|38/300|[from] item: Leftovers |upkeep | |t:|1717531506 |switch|p1a: Weezing|Weezing-Galar, L86, F|252/252 |turn|27 | |t:|1717531516 |switch|p2a: Cryogonal|Cryogonal, L89|287/287 |move|p1a: Weezing|Strange Steam|p2a: Cryogonal |-damage|p2a: Cryogonal|224/287 | |upkeep |turn|28 | |t:|1717531522 |move|p2a: Cryogonal|Ice Beam|p1a: Weezing |-damage|p1a: Weezing|135/252 |-status|p1a: Weezing|frz |cant|p1a: Weezing|frz | |-heal|p1a: Weezing|150/252 frz|[from] item: Leftovers |upkeep |turn|29 |l| kukpoo | |t:|1717531526 |move|p2a: Cryogonal|Ice Beam|p1a: Weezing |-damage|p1a: Weezing|35/252 frz |cant|p1a: Weezing|frz | |-heal|p1a: Weezing|50/252 frz|[from] item: Leftovers |upkeep |turn|30 | |t:|1717531528 |move|p2a: Cryogonal|Ice Beam|p1a: Weezing |-damage|p1a: Weezing|0 fnt |faint|p1a: Weezing | |win|FaZe Alec Baldwin |raw|CFDS's rating: 2217 &rarr; <strong>2200</strong><br />(-17 for losing) |raw|FaZe Alec Baldwin's rating: 2268 &rarr; <strong>2285</strong><br />(+17 for winning) |l|☆CFDS |player|p1| |l|‽FaZe Alec Baldwin |player|p2| |j|‽FaZe Alec Baldwin |player|p2|FaZe Alec Baldwin|drayden|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\n\nHere is the impact of the player's sandaconda moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's weezinggalar moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sandaconda. They had the following choices:\n0. /choose move stealthrock\n1. /choose switch porygon2\n2. /choose switch arcaninehisui\n3. /choose switch clodsire\n4. /choose switch cryogonal\n5. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\ntriattack: 23% - 27%\ndischarge: 15% - 18%\n\n\nHere is the impact of the opponent's weezinggalar moves and the hp range that the move will do:\nstrangesteam: 28% - 34%\ndefog: 0 - 0\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move triattack\n1. /choose move discharge\n2. /choose switch sandaconda\n3. /choose switch arcaninehisui\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move triattack\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\ntriattack: 0 - 0\ndischarge: 12% - 15%\n\n\nHere is the impact of the opponent's misdreavus moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move triattack\n1. /choose move discharge\n2. /choose switch sandaconda\n3. /choose switch arcaninehisui\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move discharge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\ntriattack: 0 - 0\ndischarge: 12% - 15%\n\n\nHere is the impact of the opponent's misdreavus moves and the hp range that the move will do:\nwillowisp: 0 - 0\ncalmmind: 0 - 0\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move triattack\n1. /choose move discharge\n2. /choose switch sandaconda\n3. /choose switch arcaninehisui\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move discharge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\ntriattack: 0 - 0\ndischarge: 11% - 13%\n\n\nHere is the impact of the opponent's misdreavus moves and the hp range that the move will do:\nwillowisp: 0 - 0\ncalmmind: 0 - 0\ndrainingkiss: 41% - 49%\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move triattack\n1. /choose move discharge\n2. /choose switch sandaconda\n3. /choose switch arcaninehisui\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch arcaninehisui\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\n\nHere is the impact of the player's arcaninehisui moves and the hp range that the move will do:\nheadsmash: 271% - 320%\nflareblitz: 216% - 256%\n\n\nHere is the impact of the opponent's misdreavus moves and the hp range that the move will do:\nwillowisp: 0 - 0\ncalmmind: 0 - 0\ndrainingkiss: 63% - 75%\nshadowball: 306% - 363%\n\n\nThe winner's active Pokemon is arcaninehisui. They had the following choices:\n0. /choose move headsmash\n1. /choose move flareblitz\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move flareblitz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\n\nHere is the impact of the player's arcaninehisui moves and the hp range that the move will do:\nheadsmash: 144% - 170%\nflareblitz: 28% - 34%\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is arcaninehisui. They had the following choices:\n0. /choose move headsmash\n1. /choose move flareblitz\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch clodsire\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch clodsire\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ntoxic: 0 - 0\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's krookodile moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move toxic\n1. /choose move recover\n2. /choose move toxic terastallize\n3. /choose move recover terastallize\n4. /choose switch sandaconda\n5. /choose switch porygon2\n6. /choose switch arcaninehisui\n7. /choose switch cryogonal\n8. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch cryogonal\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\n\nHere is the impact of the player's cryogonal moves and the hp range that the move will do:\nrapidspin: 5% - 6%\nicebeam: 8% - 10%\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\ngigadrain: 12% - 14%\n\n\nThe winner's active Pokemon is cryogonal. They had the following choices:\n0. /choose move rapidspin\n1. /choose move icebeam\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch arcaninehisui\n5. /choose switch clodsire\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch sylveon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\n\nHere is the impact of the player's sylveon moves and the hp range that the move will do:\nwish: 0 - 0\nhypervoice: 6% - 7%\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\ngigadrain: 25% - 30%\nquiverdance: 0 - 0\n\n\nThe winner's active Pokemon is sylveon. They had the following choices:\n0. /choose move wish\n1. /choose move hypervoice\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch arcaninehisui\n5. /choose switch clodsire\n6. /choose switch cryogonal\n\n\nThe winner chose to do the following:\n/choose switch clodsire\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\nturn 19\nswitch p2a: Clodsire Clodsire, L81, F 312/343\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\n-heal p2a: Clodsire 343/343 [from] move: Wish [wisher] Sylveon\nturn 20\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-status p1a: Volcarona tox\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\n-damage p1a: Volcarona 205/257 tox [from] psn\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ntoxic: 0 - 0\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\ngigadrain: 50% - 59%\nquiverdance: 0 - 0\nfireblast: 109% - 129%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move toxic\n1. /choose move recover\n2. /choose move toxic terastallize\n3. /choose move recover terastallize\n4. /choose switch sandaconda\n5. /choose switch porygon2\n6. /choose switch arcaninehisui\n7. /choose switch cryogonal\n8. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\nturn 19\nswitch p2a: Clodsire Clodsire, L81, F 312/343\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\n-heal p2a: Clodsire 343/343 [from] move: Wish [wisher] Sylveon\nturn 20\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-status p1a: Volcarona tox\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\n-damage p1a: Volcarona 205/257 tox [from] psn\nturn 21\n-terastallize p1a: Volcarona Water\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 82/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 254/343\n-heal p2a: Clodsire 275/343 [from] item: Leftovers\n-damage p1a: Volcarona 173/257 tox [from] psn\nturn 22\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 113/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-heal p2a: Clodsire 134/343 [from] item: Leftovers\n-damage p1a: Volcarona 125/257 tox [from] psn\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ntoxic: 0 - 0\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\ngigadrain: 94% - 111%\nquiverdance: 0 - 0\nfireblast: 206% - 244%\nterablast: 301% - 355%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move toxic\n1. /choose move recover\n2. /choose move toxic terastallize\n3. /choose move recover terastallize\n4. /choose switch sandaconda\n5. /choose switch porygon2\n6. /choose switch arcaninehisui\n7. /choose switch cryogonal\n8. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\nturn 19\nswitch p2a: Clodsire Clodsire, L81, F 312/343\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\n-heal p2a: Clodsire 343/343 [from] move: Wish [wisher] Sylveon\nturn 20\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-status p1a: Volcarona tox\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\n-damage p1a: Volcarona 205/257 tox [from] psn\nturn 21\n-terastallize p1a: Volcarona Water\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 82/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 254/343\n-heal p2a: Clodsire 275/343 [from] item: Leftovers\n-damage p1a: Volcarona 173/257 tox [from] psn\nturn 22\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 113/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-heal p2a: Clodsire 134/343 [from] item: Leftovers\n-damage p1a: Volcarona 125/257 tox [from] psn\nturn 23\n-terastallize p2a: Clodsire Flying\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 41/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 213/343\n-heal p2a: Clodsire 234/343 [from] item: Leftovers\n-damage p1a: Volcarona 61/257 tox [from] psn\nturn 24\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 116/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 288/343\n-heal p2a: Clodsire 309/343 [from] item: Leftovers\n-damage p1a: Volcarona 0 fnt [from] psn\nfaint p1a: Volcarona\nswitch p1a: Krookodile Krookodile, L80, F 232/283 tox\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ntoxic: 0 - 0\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's krookodile moves and the hp range that the move will do:\nearthquake: 0 - 0\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move toxic\n1. /choose move recover\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch arcaninehisui\n5. /choose switch cryogonal\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose switch sylveon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\nturn 19\nswitch p2a: Clodsire Clodsire, L81, F 312/343\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\n-heal p2a: Clodsire 343/343 [from] move: Wish [wisher] Sylveon\nturn 20\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-status p1a: Volcarona tox\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\n-damage p1a: Volcarona 205/257 tox [from] psn\nturn 21\n-terastallize p1a: Volcarona Water\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 82/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 254/343\n-heal p2a: Clodsire 275/343 [from] item: Leftovers\n-damage p1a: Volcarona 173/257 tox [from] psn\nturn 22\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 113/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-heal p2a: Clodsire 134/343 [from] item: Leftovers\n-damage p1a: Volcarona 125/257 tox [from] psn\nturn 23\n-terastallize p2a: Clodsire Flying\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 41/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 213/343\n-heal p2a: Clodsire 234/343 [from] item: Leftovers\n-damage p1a: Volcarona 61/257 tox [from] psn\nturn 24\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 116/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 288/343\n-heal p2a: Clodsire 309/343 [from] item: Leftovers\n-damage p1a: Volcarona 0 fnt [from] psn\nfaint p1a: Volcarona\nswitch p1a: Krookodile Krookodile, L80, F 232/283 tox\nturn 25\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Krookodile Stone Edge p2a: Sylveon\n-damage p2a: Sylveon 149/300\n-heal p2a: Sylveon 167/300 [from] item: Leftovers\n-damage p1a: Krookodile 215/283 tox [from] psn\nturn 26\nmove p1a: Krookodile Stone Edge p2a: Sylveon\n-damage p2a: Sylveon 20/300\nmove p2a: Sylveon Hyper Voice p1a: Krookodile\n-damage p1a: Krookodile 0 fnt\nfaint p1a: Krookodile\n-heal p2a: Sylveon 38/300 [from] item: Leftovers\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\n\nHere is the impact of the player's sylveon moves and the hp range that the move will do:\nwish: 0 - 0\nhypervoice: 13% - 15%\n\n\nHere is the impact of the opponent's weezinggalar moves and the hp range that the move will do:\nstrangesteam: 152% - 184%\ndefog: 0 - 0\n\n\nThe winner's active Pokemon is sylveon. They had the following choices:\n0. /choose move wish\n1. /choose move hypervoice\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch arcaninehisui\n5. /choose switch clodsire\n6. /choose switch cryogonal\n\n\nThe winner chose to do the following:\n/choose switch cryogonal\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nswitch p2a: Sandaconda Sandaconda, L84, M 258/258\nturn 1\nmove p2a: Sandaconda Stealth Rock p1a: Weezing\n-sidestart p1: CFDS move: Stealth Rock\nmove p1a: Weezing Strange Steam p2a: Sandaconda\n-damage p2a: Sandaconda 144/258\n-heal p2a: Sandaconda 160/258 [from] item: Leftovers\nturn 2\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Weezing Defog p2a: Porygon2\n-unboost p2a: Porygon2 evasion 1\n-sideend p1: CFDS Stealth Rock [from] move: Defog [of] p1a: Weezing\nturn 3\nswitch p1a: Skarmory Skarmory, L80, M 235/235\nmove p2a: Porygon2 Tri Attack p1a: Skarmory\n-damage p1a: Skarmory 157/235\nturn 4\nmove p1a: Skarmory Stealth Rock p2a: Porygon2\n-sidestart p2: FaZe Alec Baldwin move: Stealth Rock\nmove p2a: Porygon2 Discharge p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Misdreavus Misdreavus, L90, M 254/254\nturn 5\nmove p1a: Misdreavus Will-O-Wisp p2a: Porygon2\n-status p2a: Porygon2 brn\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 203/254\n-damage p2a: Porygon2 257/274 brn [from] brn\nturn 6\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 169/254\n-damage p2a: Porygon2 240/274 brn [from] brn\nturn 7\nmove p1a: Misdreavus Calm Mind p1a: Misdreavus\n-boost p1a: Misdreavus spa 1\n-boost p1a: Misdreavus spd 1\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 139/254\n-damage p2a: Porygon2 223/274 brn [from] brn\nturn 8\nmove p1a: Misdreavus Draining Kiss p2a: Porygon2\n-damage p2a: Porygon2 174/274 brn\n-heal p1a: Misdreavus 176/254 [from] drain [of] p2a: Porygon2\nmove p2a: Porygon2 Discharge p1a: Misdreavus\n-damage p1a: Misdreavus 150/254\n-status p1a: Misdreavus par\n-damage p2a: Porygon2 157/274 brn [from] brn\nturn 9\nswitch p2a: Arcanine Arcanine-Hisui, L82, F 290/290\nmove p1a: Misdreavus Draining Kiss p2a: Arcanine\n-damage p2a: Arcanine 251/290\n-heal p1a: Misdreavus 179/254 par [from] drain [of] p2a: Arcanine\nturn 10\nmove p2a: Arcanine Head Smash p1a: Misdreavus\n-damage p1a: Misdreavus 32/254 par\nmove p1a: Misdreavus Shadow Ball p2a: Arcanine\n-damage p2a: Arcanine 58/290\nturn 11\nmove p2a: Arcanine Flare Blitz p1a: Misdreavus\n-damage p1a: Misdreavus 0 fnt\nfaint p1a: Misdreavus\nswitch p1a: Reshiram Reshiram, L76 277/277\n-ability p1a: Reshiram Turboblaze\nturn 12\nmove p2a: Arcanine Head Smash p1a: Reshiram\n-damage p1a: Reshiram 0 fnt\nfaint p1a: Reshiram\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nturn 13\nswitch p2a: Clodsire Clodsire, L81, F 343/343\n-damage p2a: Clodsire 322/343 [from] Stealth Rock\nmove p1a: Volcarona Giga Drain p2a: Clodsire\n-damage p2a: Clodsire 270/343\n-heal p2a: Clodsire 291/343 [from] item: Leftovers\nturn 14\nswitch p1a: Krookodile Krookodile, L80, F 283/283\nmove p2a: Clodsire Toxic p1a: Krookodile\n-status p1a: Krookodile tox\n-heal p2a: Clodsire 312/343 [from] item: Leftovers\n-damage p1a: Krookodile 266/283 tox [from] psn\nturn 15\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Krookodile Earthquake p2a: Cryogonal\n-immune p2a: Cryogonal [from] ability: Levitate\n-damage p1a: Krookodile 232/283 tox [from] psn\nturn 16\nswitch p1a: Volcarona Volcarona, L77, M 257/257\nmove p2a: Cryogonal Rapid Spin p1a: Volcarona\n-damage p1a: Volcarona 221/257\n-boost p2a: Cryogonal spe 1\n-sideend p2: FaZe Alec Baldwin Stealth Rock [from] move: Rapid Spin [of] p2a: Cryogonal\nturn 17\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nturn 18\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\nmove p2a: Sylveon Wish p2a: Sylveon\nturn 19\nswitch p2a: Clodsire Clodsire, L81, F 312/343\nmove p1a: Volcarona Quiver Dance p1a: Volcarona\n-boost p1a: Volcarona spa 1\n-boost p1a: Volcarona spd 1\n-boost p1a: Volcarona spe 1\n-heal p2a: Clodsire 343/343 [from] move: Wish [wisher] Sylveon\nturn 20\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-status p1a: Volcarona tox\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\n-damage p1a: Volcarona 205/257 tox [from] psn\nturn 21\n-terastallize p1a: Volcarona Water\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 82/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 254/343\n-heal p2a: Clodsire 275/343 [from] item: Leftovers\n-damage p1a: Volcarona 173/257 tox [from] psn\nturn 22\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 113/343\nmove p2a: Clodsire Toxic p1a: Volcarona\n-heal p2a: Clodsire 134/343 [from] item: Leftovers\n-damage p1a: Volcarona 125/257 tox [from] psn\nturn 23\n-terastallize p2a: Clodsire Flying\nmove p1a: Volcarona Tera Blast p2a: Clodsire [anim] Tera Blast Water\n-damage p2a: Clodsire 41/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 213/343\n-heal p2a: Clodsire 234/343 [from] item: Leftovers\n-damage p1a: Volcarona 61/257 tox [from] psn\nturn 24\nmove p1a: Volcarona Fire Blast p2a: Clodsire\n-damage p2a: Clodsire 116/343\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 288/343\n-heal p2a: Clodsire 309/343 [from] item: Leftovers\n-damage p1a: Volcarona 0 fnt [from] psn\nfaint p1a: Volcarona\nswitch p1a: Krookodile Krookodile, L80, F 232/283 tox\nturn 25\nswitch p2a: Sylveon Sylveon, L85, M 300/300\nmove p1a: Krookodile Stone Edge p2a: Sylveon\n-damage p2a: Sylveon 149/300\n-heal p2a: Sylveon 167/300 [from] item: Leftovers\n-damage p1a: Krookodile 215/283 tox [from] psn\nturn 26\nmove p1a: Krookodile Stone Edge p2a: Sylveon\n-damage p2a: Sylveon 20/300\nmove p2a: Sylveon Hyper Voice p1a: Krookodile\n-damage p1a: Krookodile 0 fnt\nfaint p1a: Krookodile\n-heal p2a: Sylveon 38/300 [from] item: Leftovers\nswitch p1a: Weezing Weezing-Galar, L86, F 252/252\nturn 27\nswitch p2a: Cryogonal Cryogonal, L89 287/287\nmove p1a: Weezing Strange Steam p2a: Cryogonal\n-damage p2a: Cryogonal 224/287\nturn 28\nmove p2a: Cryogonal Ice Beam p1a: Weezing\n-damage p1a: Weezing 135/252\n-status p1a: Weezing frz\ncant p1a: Weezing frz\n-heal p1a: Weezing 150/252 frz [from] item: Leftovers\n\nHere is the impact of the player's cryogonal moves and the hp range that the move will do:\nrapidspin: 4% - 5%\nicebeam: 32% - 38%\n\n\nHere is the impact of the opponent's weezinggalar moves and the hp range that the move will do:\nstrangesteam: 24% - 29%\ndefog: 0 - 0\n\n\nThe winner's active Pokemon is cryogonal. They had the following choices:\n0. /choose move rapidspin\n1. /choose move icebeam\n2. /choose switch sandaconda\n3. /choose switch porygon2\n4. /choose switch arcaninehisui\n5. /choose switch clodsire\n6. /choose switch sylveon\n\n\nThe winner chose to do the following:\n/choose move icebeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,326
gen9randombattle-2136810942
2,200
|j|☆Pog Johnson |j|☆Vitoran |t:|1717517685 |gametype|singles |player|p1|Pog Johnson|emmet|2203 |player|p2|Vitoran|nemona-v|2221 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717517685 |start |switch|p1a: Weezing|Weezing-Galar, L86, M|252/252 |switch|p2a: Baxcalibur|Baxcalibur, L75, F|296/296 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Vitoran) |inactive|Pog Johnson also wants the timer to be on. |c|☆Vitoran|glhf | |t:|1717517708 |switch|p2a: Mesprit|Mesprit, L85|275/275 |move|p1a: Weezing|Strange Steam|p2a: Mesprit |-damage|p2a: Mesprit|199/275 | |-heal|p2a: Mesprit|216/275|[from] item: Leftovers |upkeep |turn|2 | |t:|1717517716 |switch|p1a: Urshifu|Urshifu, L74, F|270/270 |move|p2a: Mesprit|Knock Off|p1a: Urshifu |-resisted|p1a: Urshifu |-damage|p1a: Urshifu|251/270 |-enditem|p1a: Urshifu|Choice Band|[from] move: Knock Off|[of] p2a: Mesprit | |-heal|p2a: Mesprit|233/275|[from] item: Leftovers |upkeep |turn|3 | |t:|1717517732 |switch|p2a: Vileplume|Vileplume, L86, M|269/269 |move|p1a: Urshifu|Wicked Blow|p2a: Vileplume |-crit|p2a: Vileplume |-damage|p2a: Vileplume|154/269 | |-heal|p2a: Vileplume|170/269|[from] item: Leftovers |upkeep |turn|4 | |t:|1717517739 |switch|p1a: Grafaiai|Grafaiai, L86, M|249/249 |move|p2a: Vileplume|Strength Sap|p1a: Grafaiai |-unboost|p1a: Grafaiai|atk|1 |-heal|p2a: Vileplume|269/269 | |upkeep |turn|5 | |t:|1717517748 |move|p1a: Grafaiai|Knock Off|p2a: Vileplume |-damage|p2a: Vileplume|221/269 |-enditem|p2a: Vileplume|Leftovers|[from] move: Knock Off|[of] p1a: Grafaiai |move|p2a: Vileplume|Leech Seed|p1a: Grafaiai|[miss] |-miss|p2a: Vileplume|p1a: Grafaiai | |upkeep |turn|6 | |t:|1717517757 |move|p1a: Grafaiai|Super Fang|p2a: Vileplume |-damage|p2a: Vileplume|111/269 |move|p2a: Vileplume|Leech Seed|p1a: Grafaiai |-start|p1a: Grafaiai|move: Leech Seed | |-damage|p1a: Grafaiai|218/249|[from] Leech Seed|[of] p2a: Vileplume |-heal|p2a: Vileplume|142/269|[silent] |upkeep |turn|7 | |t:|1717517762 |switch|p1a: Froslass|Froslass, L87, F|263/263 |move|p2a: Vileplume|Strength Sap|p1a: Froslass |-unboost|p1a: Froslass|atk|1 |-heal|p2a: Vileplume|269/269 | |upkeep |turn|8 | |t:|1717517783 |switch|p2a: Honchkrow|Honchkrow, L86, M|312/312 |move|p1a: Froslass|Spikes|p2a: Honchkrow |-sidestart|p2: Vitoran|Spikes | |upkeep |turn|9 | |t:|1717517797 |-terastallize|p1a: Froslass|Ice |move|p1a: Froslass|Triple Axel|p2a: Honchkrow |-supereffective|p2a: Honchkrow |-damage|p2a: Honchkrow|252/312 |-supereffective|p2a: Honchkrow |-damage|p2a: Honchkrow|144/312 |-supereffective|p2a: Honchkrow |-damage|p2a: Honchkrow|0 fnt |faint|p2a: Honchkrow |-hitcount|p2: Honchkrow|3 | |upkeep |inactive|Vitoran has 120 seconds left. | |t:|1717517817 |switch|p2a: Mesprit|Mesprit, L85|233/275 |turn|10 | |t:|1717517830 |switch|p1a: Hydrapple|Hydrapple, L83, F|312/312 |move|p2a: Mesprit|Thunder Wave|p1a: Hydrapple |-status|p1a: Hydrapple|par | |-heal|p2a: Mesprit|250/275|[from] item: Leftovers |upkeep |turn|11 | |t:|1717517837 |move|p2a: Mesprit|Stealth Rock|p1a: Hydrapple |-sidestart|p1: Pog Johnson|move: Stealth Rock |move|p1a: Hydrapple|Fickle Beam|p2a: Mesprit |-damage|p2a: Mesprit|136/275 |-damage|p1a: Hydrapple|281/312 par|[from] item: Life Orb | |-heal|p2a: Mesprit|153/275|[from] item: Leftovers |upkeep |turn|12 | |t:|1717517848 |move|p2a: Mesprit|Knock Off|p1a: Hydrapple |-damage|p1a: Hydrapple|214/312 par |-enditem|p1a: Hydrapple|Life Orb|[from] move: Knock Off|[of] p2a: Mesprit |move|p1a: Hydrapple|Fickle Beam|p2a: Mesprit|[anim] Fickle Beam All Out |-activate|p1a: Hydrapple|move: Fickle Beam |-damage|p2a: Mesprit|0 fnt |faint|p2a: Mesprit | |upkeep | |t:|1717517860 |switch|p2a: Palkia|Palkia-Origin, L72|249/249 |-damage|p2a: Palkia|218/249|[from] Spikes |-ability|p2a: Palkia|Pressure |turn|13 | |t:|1717517866 |move|p2a: Palkia|Spacial Rend|p1a: Hydrapple |-supereffective|p1a: Hydrapple |-damage|p1a: Hydrapple|0 fnt |faint|p1a: Hydrapple | |upkeep | |t:|1717517877 |switch|p1a: Grafaiai|Grafaiai, L86, M|218/249 |-damage|p1a: Grafaiai|187/249|[from] Stealth Rock |turn|14 | |t:|1717517881 |switch|p2a: Vileplume|Vileplume, L86, M|269/269 |-damage|p2a: Vileplume|236/269|[from] Spikes |move|p1a: Grafaiai|Gunk Shot|p2a: Vileplume |-damage|p2a: Vileplume|101/269 | |upkeep |turn|15 | |t:|1717517888 |move|p1a: Grafaiai|Gunk Shot|p2a: Vileplume |-crit|p2a: Vileplume |-damage|p2a: Vileplume|0 fnt |faint|p2a: Vileplume | |upkeep | |t:|1717517904 |switch|p2a: Excadrill|Excadrill, L80, F|307/307 |-damage|p2a: Excadrill|269/307|[from] Spikes |-ability|p2a: Excadrill|Mold Breaker |turn|16 | |t:|1717517911 |move|p1a: Grafaiai|U-turn|p2a: Excadrill |-resisted|p2a: Excadrill |-damage|p2a: Excadrill|236/307 | |t:|1717517914 |switch|p1a: Urshifu|Urshifu, L74, F|251/270|[from] U-turn |-damage|p1a: Urshifu|235/270|[from] Stealth Rock |move|p2a: Excadrill|Swords Dance|p2a: Excadrill |-boost|p2a: Excadrill|atk|2 | |upkeep |turn|17 | |t:|1717517917 |move|p1a: Urshifu|Close Combat|p2a: Excadrill |-supereffective|p2a: Excadrill |-damage|p2a: Excadrill|0 fnt |-unboost|p1a: Urshifu|def|1 |-unboost|p1a: Urshifu|spd|1 |faint|p2a: Excadrill | |upkeep | |t:|1717517925 |switch|p2a: Palkia|Palkia-Origin, L72|218/249 |-damage|p2a: Palkia|187/249|[from] Spikes |-ability|p2a: Palkia|Pressure |turn|18 | |t:|1717517928 |switch|p1a: Grafaiai|Grafaiai, L86, M|187/249 |-damage|p1a: Grafaiai|156/249|[from] Stealth Rock |move|p2a: Palkia|Hydro Pump|p1a: Grafaiai |-damage|p1a: Grafaiai|42/249 | |upkeep |turn|19 | |t:|1717517935 |move|p1a: Grafaiai|Gunk Shot|p2a: Palkia|[miss] |-miss|p1a: Grafaiai|p2a: Palkia |move|p2a: Palkia|Thunder Wave|p1a: Grafaiai |-status|p1a: Grafaiai|par | |upkeep |turn|20 | |t:|1717517938 |move|p2a: Palkia|Thunder Wave|p1a: Grafaiai |-fail|p1a: Grafaiai|par |move|p1a: Grafaiai|U-turn|p2a: Palkia |-damage|p2a: Palkia|131/249 |-status|p2a: Palkia|psn|[from] ability: Poison Touch|[of] p1a: Grafaiai | |t:|1717517943 |switch|p1a: Froslass|Froslass, L87, F, tera:Ice|263/263|[from] U-turn |-damage|p1a: Froslass|198/263|[from] Stealth Rock | |-damage|p2a: Palkia|100/249 psn|[from] psn |upkeep |turn|21 | |t:|1717517951 |move|p1a: Froslass|Triple Axel|p2a: Palkia |-damage|p2a: Palkia|70/249 psn |-damage|p2a: Palkia|12/249 psn |-damage|p2a: Palkia|0 fnt |faint|p2a: Palkia |-hitcount|p2: Palkia|3 | |upkeep | |t:|1717517954 |switch|p2a: Baxcalibur|Baxcalibur, L75, F|296/296 |turn|22 | |t:|1717517958 |move|p1a: Froslass|Poltergeist|p2a: Baxcalibur |-activate|p2a: Baxcalibur|move: Poltergeist|Heavy-Duty Boots |-damage|p2a: Baxcalibur|181/296 |move|p2a: Baxcalibur|Dragon Dance|p2a: Baxcalibur |-boost|p2a: Baxcalibur|atk|1 |-boost|p2a: Baxcalibur|spe|1 | |upkeep |turn|23 | |t:|1717517977 |move|p2a: Baxcalibur|Glaive Rush|p1a: Froslass |-damage|p1a: Froslass|0 fnt |-singlemove|p2a: Baxcalibur|Glaive Rush|[silent] |-start|p2a: Baxcalibur|Disable|Glaive Rush|[from] ability: Cursed Body|[of] p1a: Froslass |faint|p1a: Froslass | |upkeep |c|☆Vitoran|welp | |t:|1717517987 |switch|p1a: Palafin|Palafin, L77, M|281/281 |-damage|p1a: Palafin|246/281|[from] Stealth Rock |turn|24 |c|☆Vitoran|game doesnt want me to catch a break | |t:|1717518004 |move|p2a: Baxcalibur|Dragon Dance|p2a: Baxcalibur |-boost|p2a: Baxcalibur|atk|1 |-boost|p2a: Baxcalibur|spe|1 |move|p1a: Palafin|Close Combat|p2a: Baxcalibur |-supereffective|p2a: Baxcalibur |-damage|p2a: Baxcalibur|11/296 |-unboost|p1a: Palafin|def|1 |-unboost|p1a: Palafin|spd|1 | |upkeep |turn|25 | |t:|1717518008 |detailschange|p1a: Palafin|Palafin-Hero, L77, M |switch|p1a: Grafaiai|Grafaiai, L86, M|42/249 par |-damage|p1a: Grafaiai|11/249 par|[from] Stealth Rock |move|p2a: Baxcalibur|Icicle Crash|p1a: Grafaiai |-damage|p1a: Grafaiai|0 fnt |faint|p1a: Grafaiai | |upkeep | |t:|1717518010 |switch|p1a: Palafin|Palafin-Hero, L77, M|246/281 |-damage|p1a: Palafin|211/281|[from] Stealth Rock |-activate|p1a: Palafin|ability: Zero to Hero |turn|26 | |t:|1717518017 |move|p1a: Palafin|Jet Punch|p2a: Baxcalibur |-resisted|p2a: Baxcalibur |-damage|p2a: Baxcalibur|0 fnt |faint|p2a: Baxcalibur | |win|Pog Johnson |raw|Pog Johnson's rating: 2203 &rarr; <strong>2224</strong><br />(+21 for winning) |raw|Vitoran's rating: 2221 &rarr; <strong>2200</strong><br />(-21 for losing) |c|☆Vitoran|gg
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\n\nHere is the impact of the player's weezinggalar moves and the hp range that the move will do:\nstrangesteam: 22% - 27%\n\n\nHere is the impact of the opponent's baxcalibur moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is weezinggalar. They had the following choices:\n0. /choose move strangesteam\n1. /choose switch urshifu\n2. /choose switch grafaiai\n3. /choose switch froslass\n4. /choose switch hydrapple\n5. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move strangesteam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\n\nHere is the impact of the player's urshifu moves and the hp range that the move will do:\nwickedblow: 31% - 37%\nclosecombat: 8% - 10%\n\n\nHere is the impact of the opponent's mesprit moves and the hp range that the move will do:\nknockoff: 4% - 5%\n\n\nThe winner's active Pokemon is urshifu. They had the following choices:\n0. /choose move wickedblow\n1. /choose move closecombat\n2. /choose switch weezinggalar\n3. /choose switch grafaiai\n4. /choose switch froslass\n5. /choose switch hydrapple\n6. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move wickedblow\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\nknockoff: 6% - 7%\nsuperfang: 0 - 0\ngunkshot: 12% - 14%\nuturn: 4% - 5%\n\n\nHere is the impact of the opponent's vileplume moves and the hp range that the move will do:\nstrengthsap: 0 - 0\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move knockoff\n1. /choose move superfang\n2. /choose move gunkshot\n3. /choose move uturn\n4. /choose switch weezinggalar\n5. /choose switch urshifu\n6. /choose switch froslass\n7. /choose switch hydrapple\n8. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\nknockoff: 8% - 10%\nsuperfang: 0 - 0\ngunkshot: 23% - 27%\nuturn: 9% - 10%\n\n\nHere is the impact of the opponent's vileplume moves and the hp range that the move will do:\nstrengthsap: 0 - 0\nleechseed: 0 - 0\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move knockoff\n1. /choose move superfang\n2. /choose move gunkshot\n3. /choose move uturn\n4. /choose switch weezinggalar\n5. /choose switch urshifu\n6. /choose switch froslass\n7. /choose switch hydrapple\n8. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose switch froslass\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\n\nHere is the impact of the player's froslass moves and the hp range that the move will do:\nspikes: 0 - 0\ntripleaxel: 23% - 27%\npoltergeist: 0 - 0\n\n\nHere is the impact of the opponent's honchkrow moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is froslass. They had the following choices:\n0. /choose move spikes\n1. /choose move tripleaxel\n2. /choose move poltergeist\n3. /choose move spikes terastallize\n4. /choose move tripleaxel terastallize\n5. /choose move poltergeist terastallize\n6. /choose switch weezinggalar\n7. /choose switch urshifu\n8. /choose switch grafaiai\n9. /choose switch hydrapple\n10. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move tripleaxel\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\n\nHere is the impact of the player's hydrapple moves and the hp range that the move will do:\nficklebeam: 12% - 14%\n\n\nHere is the impact of the opponent's mesprit moves and the hp range that the move will do:\nknockoff: 12% - 15%\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is hydrapple. They had the following choices:\n0. /choose move ficklebeam\n1. /choose switch weezinggalar\n2. /choose switch urshifu\n3. /choose switch grafaiai\n4. /choose switch froslass\n5. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move ficklebeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\n\nHere is the impact of the player's hydrapple moves and the hp range that the move will do:\nficklebeam: 33% - 38%\n\n\nHere is the impact of the opponent's palkiaorigin moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is hydrapple. They had the following choices:\n0. /choose move ficklebeam\n1. /choose switch weezinggalar\n2. /choose switch urshifu\n3. /choose switch grafaiai\n4. /choose switch froslass\n5. /choose switch palafin\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in grafaiai.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\nknockoff: 17% - 20%\nsuperfang: 0 - 0\ngunkshot: 48% - 57%\nuturn: 18% - 22%\n\n\nHere is the impact of the opponent's vileplume moves and the hp range that the move will do:\nstrengthsap: 0 - 0\nleechseed: 0 - 0\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move knockoff\n1. /choose move superfang\n2. /choose move gunkshot\n3. /choose move uturn\n4. /choose switch weezinggalar\n5. /choose switch urshifu\n6. /choose switch froslass\n7. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\nturn 15\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 0 fnt\nfaint p2a: Vileplume\nswitch p2a: Excadrill Excadrill, L80, F 307/307\n-damage p2a: Excadrill 269/307 [from] Spikes\n-ability p2a: Excadrill Mold Breaker\nturn 16\nmove p1a: Grafaiai U-turn p2a: Excadrill\n-damage p2a: Excadrill 236/307\nswitch p1a: Urshifu Urshifu, L74, F 251/270 [from] U-turn\n-damage p1a: Urshifu 235/270 [from] Stealth Rock\nmove p2a: Excadrill Swords Dance p2a: Excadrill\n-boost p2a: Excadrill atk 2\n\nHere is the impact of the player's urshifu moves and the hp range that the move will do:\nwickedblow: 22% - 27%\nclosecombat: 49% - 57%\n\n\nHere is the impact of the opponent's excadrill moves and the hp range that the move will do:\nswordsdance: 0 - 0\n\n\nThe winner's active Pokemon is urshifu. They had the following choices:\n0. /choose move wickedblow\n1. /choose move closecombat\n2. /choose switch weezinggalar\n3. /choose switch grafaiai\n4. /choose switch froslass\n5. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\nturn 15\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 0 fnt\nfaint p2a: Vileplume\nswitch p2a: Excadrill Excadrill, L80, F 307/307\n-damage p2a: Excadrill 269/307 [from] Spikes\n-ability p2a: Excadrill Mold Breaker\nturn 16\nmove p1a: Grafaiai U-turn p2a: Excadrill\n-damage p2a: Excadrill 236/307\nswitch p1a: Urshifu Urshifu, L74, F 251/270 [from] U-turn\n-damage p1a: Urshifu 235/270 [from] Stealth Rock\nmove p2a: Excadrill Swords Dance p2a: Excadrill\n-boost p2a: Excadrill atk 2\nturn 17\nmove p1a: Urshifu Close Combat p2a: Excadrill\n-damage p2a: Excadrill 0 fnt\n-unboost p1a: Urshifu def 1\n-unboost p1a: Urshifu spd 1\nfaint p2a: Excadrill\nswitch p2a: Palkia Palkia-Origin, L72 218/249\n-damage p2a: Palkia 187/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 18\nswitch p1a: Grafaiai Grafaiai, L86, M 187/249\n-damage p1a: Grafaiai 156/249 [from] Stealth Rock\nmove p2a: Palkia Hydro Pump p1a: Grafaiai\n-damage p1a: Grafaiai 42/249\n\nHere is the impact of the player's grafaiai moves and the hp range that the move will do:\nknockoff: 10% - 12%\nsuperfang: 0 - 0\ngunkshot: 29% - 34%\nuturn: 11% - 13%\n\n\nHere is the impact of the opponent's palkiaorigin moves and the hp range that the move will do:\nspacialrend: 288% - 342%\nhydropump: 316% - 373%\n\n\nThe winner's active Pokemon is grafaiai. They had the following choices:\n0. /choose move knockoff\n1. /choose move superfang\n2. /choose move gunkshot\n3. /choose move uturn\n4. /choose switch weezinggalar\n5. /choose switch urshifu\n6. /choose switch froslass\n7. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\nturn 15\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 0 fnt\nfaint p2a: Vileplume\nswitch p2a: Excadrill Excadrill, L80, F 307/307\n-damage p2a: Excadrill 269/307 [from] Spikes\n-ability p2a: Excadrill Mold Breaker\nturn 16\nmove p1a: Grafaiai U-turn p2a: Excadrill\n-damage p2a: Excadrill 236/307\nswitch p1a: Urshifu Urshifu, L74, F 251/270 [from] U-turn\n-damage p1a: Urshifu 235/270 [from] Stealth Rock\nmove p2a: Excadrill Swords Dance p2a: Excadrill\n-boost p2a: Excadrill atk 2\nturn 17\nmove p1a: Urshifu Close Combat p2a: Excadrill\n-damage p2a: Excadrill 0 fnt\n-unboost p1a: Urshifu def 1\n-unboost p1a: Urshifu spd 1\nfaint p2a: Excadrill\nswitch p2a: Palkia Palkia-Origin, L72 218/249\n-damage p2a: Palkia 187/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 18\nswitch p1a: Grafaiai Grafaiai, L86, M 187/249\n-damage p1a: Grafaiai 156/249 [from] Stealth Rock\nmove p2a: Palkia Hydro Pump p1a: Grafaiai\n-damage p1a: Grafaiai 42/249\nturn 19\nmove p1a: Grafaiai Gunk Shot p2a: Palkia [miss]\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\n-status p1a: Grafaiai par\nturn 20\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\nmove p1a: Grafaiai U-turn p2a: Palkia\n-damage p2a: Palkia 131/249\n-status p2a: Palkia psn [from] ability: Poison Touch [of] p1a: Grafaiai\nswitch p1a: Froslass Froslass, L87, F, tera:Ice 263/263 [from] U-turn\n-damage p1a: Froslass 198/263 [from] Stealth Rock\n-damage p2a: Palkia 100/249 psn [from] psn\n\nHere is the impact of the player's froslass moves and the hp range that the move will do:\nspikes: 0 - 0\ntripleaxel: 65% - 78%\npoltergeist: 0 - 0\n\n\nHere is the impact of the opponent's palkiaorigin moves and the hp range that the move will do:\nspacialrend: 62% - 73%\nhydropump: 68% - 80%\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is froslass. They had the following choices:\n0. /choose move spikes\n1. /choose move tripleaxel\n2. /choose move poltergeist\n3. /choose switch weezinggalar\n4. /choose switch urshifu\n5. /choose switch grafaiai\n6. /choose switch palafin\n\n\nThe winner chose to do the following:\n/choose move tripleaxel\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\nturn 15\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 0 fnt\nfaint p2a: Vileplume\nswitch p2a: Excadrill Excadrill, L80, F 307/307\n-damage p2a: Excadrill 269/307 [from] Spikes\n-ability p2a: Excadrill Mold Breaker\nturn 16\nmove p1a: Grafaiai U-turn p2a: Excadrill\n-damage p2a: Excadrill 236/307\nswitch p1a: Urshifu Urshifu, L74, F 251/270 [from] U-turn\n-damage p1a: Urshifu 235/270 [from] Stealth Rock\nmove p2a: Excadrill Swords Dance p2a: Excadrill\n-boost p2a: Excadrill atk 2\nturn 17\nmove p1a: Urshifu Close Combat p2a: Excadrill\n-damage p2a: Excadrill 0 fnt\n-unboost p1a: Urshifu def 1\n-unboost p1a: Urshifu spd 1\nfaint p2a: Excadrill\nswitch p2a: Palkia Palkia-Origin, L72 218/249\n-damage p2a: Palkia 187/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 18\nswitch p1a: Grafaiai Grafaiai, L86, M 187/249\n-damage p1a: Grafaiai 156/249 [from] Stealth Rock\nmove p2a: Palkia Hydro Pump p1a: Grafaiai\n-damage p1a: Grafaiai 42/249\nturn 19\nmove p1a: Grafaiai Gunk Shot p2a: Palkia [miss]\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\n-status p1a: Grafaiai par\nturn 20\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\nmove p1a: Grafaiai U-turn p2a: Palkia\n-damage p2a: Palkia 131/249\n-status p2a: Palkia psn [from] ability: Poison Touch [of] p1a: Grafaiai\nswitch p1a: Froslass Froslass, L87, F, tera:Ice 263/263 [from] U-turn\n-damage p1a: Froslass 198/263 [from] Stealth Rock\n-damage p2a: Palkia 100/249 psn [from] psn\nturn 21\nmove p1a: Froslass Triple Axel p2a: Palkia\n-damage p2a: Palkia 70/249 psn\n-damage p2a: Palkia 12/249 psn\n-damage p2a: Palkia 0 fnt\nfaint p2a: Palkia\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 22\nmove p1a: Froslass Poltergeist p2a: Baxcalibur\n-activate p2a: Baxcalibur move: Poltergeist Heavy-Duty Boots\n-damage p2a: Baxcalibur 181/296\nmove p2a: Baxcalibur Dragon Dance p2a: Baxcalibur\n-boost p2a: Baxcalibur atk 1\n-boost p2a: Baxcalibur spe 1\n\nHere is the impact of the player's froslass moves and the hp range that the move will do:\nspikes: 0 - 0\ntripleaxel: 30% - 36%\npoltergeist: 0 - 0\n\n\nHere is the impact of the opponent's baxcalibur moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is froslass. They had the following choices:\n0. /choose move spikes\n1. /choose move tripleaxel\n2. /choose move poltergeist\n3. /choose switch weezinggalar\n4. /choose switch urshifu\n5. /choose switch grafaiai\n6. /choose switch palafin\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in palafin.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weezing Weezing-Galar, L86, M 252/252\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 1\nswitch p2a: Mesprit Mesprit, L85 275/275\nmove p1a: Weezing Strange Steam p2a: Mesprit\n-damage p2a: Mesprit 199/275\n-heal p2a: Mesprit 216/275 [from] item: Leftovers\nturn 2\nswitch p1a: Urshifu Urshifu, L74, F 270/270\nmove p2a: Mesprit Knock Off p1a: Urshifu\n-damage p1a: Urshifu 251/270\n-enditem p1a: Urshifu Choice Band [from] move: Knock Off [of] p2a: Mesprit\n-heal p2a: Mesprit 233/275 [from] item: Leftovers\nturn 3\nswitch p2a: Vileplume Vileplume, L86, M 269/269\nmove p1a: Urshifu Wicked Blow p2a: Vileplume\n-damage p2a: Vileplume 154/269\n-heal p2a: Vileplume 170/269 [from] item: Leftovers\nturn 4\nswitch p1a: Grafaiai Grafaiai, L86, M 249/249\nmove p2a: Vileplume Strength Sap p1a: Grafaiai\n-unboost p1a: Grafaiai atk 1\n-heal p2a: Vileplume 269/269\nturn 5\nmove p1a: Grafaiai Knock Off p2a: Vileplume\n-damage p2a: Vileplume 221/269\n-enditem p2a: Vileplume Leftovers [from] move: Knock Off [of] p1a: Grafaiai\nmove p2a: Vileplume Leech Seed p1a: Grafaiai [miss]\nturn 6\nmove p1a: Grafaiai Super Fang p2a: Vileplume\n-damage p2a: Vileplume 111/269\nmove p2a: Vileplume Leech Seed p1a: Grafaiai\n-start p1a: Grafaiai move: Leech Seed\n-damage p1a: Grafaiai 218/249 [from] Leech Seed [of] p2a: Vileplume\n-heal p2a: Vileplume 142/269 [silent]\nturn 7\nswitch p1a: Froslass Froslass, L87, F 263/263\nmove p2a: Vileplume Strength Sap p1a: Froslass\n-unboost p1a: Froslass atk 1\n-heal p2a: Vileplume 269/269\nturn 8\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Froslass Spikes p2a: Honchkrow\n-sidestart p2: Vitoran Spikes\nturn 9\n-terastallize p1a: Froslass Ice\nmove p1a: Froslass Triple Axel p2a: Honchkrow\n-damage p2a: Honchkrow 252/312\n-damage p2a: Honchkrow 144/312\n-damage p2a: Honchkrow 0 fnt\nfaint p2a: Honchkrow\nswitch p2a: Mesprit Mesprit, L85 233/275\nturn 10\nswitch p1a: Hydrapple Hydrapple, L83, F 312/312\nmove p2a: Mesprit Thunder Wave p1a: Hydrapple\n-status p1a: Hydrapple par\n-heal p2a: Mesprit 250/275 [from] item: Leftovers\nturn 11\nmove p2a: Mesprit Stealth Rock p1a: Hydrapple\n-sidestart p1: Pog Johnson move: Stealth Rock\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit\n-damage p2a: Mesprit 136/275\n-damage p1a: Hydrapple 281/312 par [from] item: Life Orb\n-heal p2a: Mesprit 153/275 [from] item: Leftovers\nturn 12\nmove p2a: Mesprit Knock Off p1a: Hydrapple\n-damage p1a: Hydrapple 214/312 par\n-enditem p1a: Hydrapple Life Orb [from] move: Knock Off [of] p2a: Mesprit\nmove p1a: Hydrapple Fickle Beam p2a: Mesprit [anim] Fickle Beam All Out\n-activate p1a: Hydrapple move: Fickle Beam\n-damage p2a: Mesprit 0 fnt\nfaint p2a: Mesprit\nswitch p2a: Palkia Palkia-Origin, L72 249/249\n-damage p2a: Palkia 218/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 13\nmove p2a: Palkia Spacial Rend p1a: Hydrapple\n-damage p1a: Hydrapple 0 fnt\nfaint p1a: Hydrapple\nswitch p1a: Grafaiai Grafaiai, L86, M 218/249\n-damage p1a: Grafaiai 187/249 [from] Stealth Rock\nturn 14\nswitch p2a: Vileplume Vileplume, L86, M 269/269\n-damage p2a: Vileplume 236/269 [from] Spikes\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 101/269\nturn 15\nmove p1a: Grafaiai Gunk Shot p2a: Vileplume\n-damage p2a: Vileplume 0 fnt\nfaint p2a: Vileplume\nswitch p2a: Excadrill Excadrill, L80, F 307/307\n-damage p2a: Excadrill 269/307 [from] Spikes\n-ability p2a: Excadrill Mold Breaker\nturn 16\nmove p1a: Grafaiai U-turn p2a: Excadrill\n-damage p2a: Excadrill 236/307\nswitch p1a: Urshifu Urshifu, L74, F 251/270 [from] U-turn\n-damage p1a: Urshifu 235/270 [from] Stealth Rock\nmove p2a: Excadrill Swords Dance p2a: Excadrill\n-boost p2a: Excadrill atk 2\nturn 17\nmove p1a: Urshifu Close Combat p2a: Excadrill\n-damage p2a: Excadrill 0 fnt\n-unboost p1a: Urshifu def 1\n-unboost p1a: Urshifu spd 1\nfaint p2a: Excadrill\nswitch p2a: Palkia Palkia-Origin, L72 218/249\n-damage p2a: Palkia 187/249 [from] Spikes\n-ability p2a: Palkia Pressure\nturn 18\nswitch p1a: Grafaiai Grafaiai, L86, M 187/249\n-damage p1a: Grafaiai 156/249 [from] Stealth Rock\nmove p2a: Palkia Hydro Pump p1a: Grafaiai\n-damage p1a: Grafaiai 42/249\nturn 19\nmove p1a: Grafaiai Gunk Shot p2a: Palkia [miss]\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\n-status p1a: Grafaiai par\nturn 20\nmove p2a: Palkia Thunder Wave p1a: Grafaiai\nmove p1a: Grafaiai U-turn p2a: Palkia\n-damage p2a: Palkia 131/249\n-status p2a: Palkia psn [from] ability: Poison Touch [of] p1a: Grafaiai\nswitch p1a: Froslass Froslass, L87, F, tera:Ice 263/263 [from] U-turn\n-damage p1a: Froslass 198/263 [from] Stealth Rock\n-damage p2a: Palkia 100/249 psn [from] psn\nturn 21\nmove p1a: Froslass Triple Axel p2a: Palkia\n-damage p2a: Palkia 70/249 psn\n-damage p2a: Palkia 12/249 psn\n-damage p2a: Palkia 0 fnt\nfaint p2a: Palkia\nswitch p2a: Baxcalibur Baxcalibur, L75, F 296/296\nturn 22\nmove p1a: Froslass Poltergeist p2a: Baxcalibur\n-activate p2a: Baxcalibur move: Poltergeist Heavy-Duty Boots\n-damage p2a: Baxcalibur 181/296\nmove p2a: Baxcalibur Dragon Dance p2a: Baxcalibur\n-boost p2a: Baxcalibur atk 1\n-boost p2a: Baxcalibur spe 1\nturn 23\nmove p2a: Baxcalibur Glaive Rush p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-singlemove p2a: Baxcalibur Glaive Rush [silent]\n-start p2a: Baxcalibur Disable Glaive Rush [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Palafin Palafin, L77, M 281/281\n-damage p1a: Palafin 246/281 [from] Stealth Rock\nturn 24\nmove p2a: Baxcalibur Dragon Dance p2a: Baxcalibur\n-boost p2a: Baxcalibur atk 1\n-boost p2a: Baxcalibur spe 1\nmove p1a: Palafin Close Combat p2a: Baxcalibur\n-damage p2a: Baxcalibur 11/296\n-unboost p1a: Palafin def 1\n-unboost p1a: Palafin spd 1\n\nHere is the impact of the player's palafin moves and the hp range that the move will do:\nclosecombat: 350% - 415%\njetpunch: 68% - 77%\n\n\nHere is the impact of the opponent's baxcalibur moves and the hp range that the move will do:\ndragondance: 0 - 0\nglaiverush: 212% - 250%\n\n\nThe winner's active Pokemon is palafin. They had the following choices:\n0. /choose move closecombat\n1. /choose move jetpunch\n2. /choose switch weezinggalar\n3. /choose switch urshifu\n4. /choose switch grafaiai\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in grafaiai.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,327
gen9randombattle-2121813295
2,200
|badge|p2|silver|gen9randombattle|30-1 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆sylvee1 |j|☆pokeblade☆101 |t:|1715342267 |gametype|singles |player|p1|sylvee1|serena-masters2|2210 |player|p2|pokeblade☆101|#rbtt7teamchiyu|2432 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1715342267 |start |switch|p1a: Skarmory|Skarmory, L80, F|235/235 |switch|p2a: Smeargle|Smeargle, L93, F|253/253 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by sylvee1) |j| Seasza |c|☆sylvee1|fuck |c|☆sylvee1|glhf | |t:|1715342293 |move|p2a: Smeargle|Spore|p1a: Skarmory |-status|p1a: Skarmory|slp|[from] move: Spore |cant|p1a: Skarmory|slp | |upkeep |turn|2 |inactive|sylvee1 has 120 seconds left. |j| TNTDestroyer | |t:|1715342327 |move|p2a: Smeargle|Sticky Web|p1a: Skarmory |-sidestart|p1: sylvee1|move: Sticky Web |cant|p1a: Skarmory|slp | |upkeep |turn|3 | |t:|1715342333 |move|p2a: Smeargle|Ceaseless Edge|p1a: Skarmory |-damage|p1a: Skarmory|220/235 slp |-sidestart|p1: sylvee1|Spikes |-curestatus|p1a: Skarmory|slp|[msg] |move|p1a: Skarmory|Body Press|p2a: Smeargle |-supereffective|p2a: Smeargle |-damage|p2a: Smeargle|23/253 | |-heal|p1a: Skarmory|234/235|[from] item: Leftovers |upkeep |turn|4 | |t:|1715342338 |move|p2a: Smeargle|Spore|p1a: Skarmory |-status|p1a: Skarmory|slp|[from] move: Spore |cant|p1a: Skarmory|slp | |-heal|p1a: Skarmory|235/235 slp|[from] item: Leftovers |upkeep |turn|5 | |t:|1715342342 |switch|p1a: Smeargle|Smeargle, L93, M|253/253 |-activate|p1a: Smeargle|move: Sticky Web |-unboost|p1a: Smeargle|spe|1 |-damage|p1a: Smeargle|222/253|[from] Spikes |move|p2a: Smeargle|Ceaseless Edge|p1a: Smeargle |-damage|p1a: Smeargle|183/253 |-sidestart|p1: sylvee1|Spikes | |upkeep |turn|6 | |t:|1715342349 |move|p2a: Smeargle|Ceaseless Edge|p1a: Smeargle |-damage|p1a: Smeargle|148/253 |-sidestart|p1: sylvee1|Spikes |move|p1a: Smeargle|Sticky Web|p2a: Smeargle |-sidestart|p2: pokeblade☆101|move: Sticky Web | |upkeep |turn|7 | |t:|1715342355 |move|p1a: Smeargle|Ceaseless Edge|p2a: Smeargle |-damage|p2a: Smeargle|0 fnt |-sidestart|p2: pokeblade☆101|Spikes |faint|p2a: Smeargle | |upkeep |j|@Frozoid | |t:|1715342368 |switch|p2a: Rayquaza|Rayquaza, L72|270/270 |-ability|p2a: Rayquaza|Air Lock |turn|8 | |t:|1715342374 |move|p2a: Rayquaza|Dragon Ascent|p1a: Smeargle |-damage|p1a: Smeargle|0 fnt |-unboost|p2a: Rayquaza|def|1 |-unboost|p2a: Rayquaza|spd|1 |faint|p1a: Smeargle | |upkeep | |t:|1715342385 |switch|p1a: Cresselia|Cresselia, L80, F|323/323 |turn|9 |l| TNTDestroyer |inactive|pokeblade☆101 has 120 seconds left. | |t:|1715342420 |switch|p2a: Donphan|Donphan, L84, M|288/288 |-activate|p2a: Donphan|move: Sticky Web |-unboost|p2a: Donphan|spe|1 |-damage|p2a: Donphan|252/288|[from] Spikes |move|p1a: Cresselia|Moonblast|p2a: Donphan |-damage|p2a: Donphan|185/288 | |-heal|p2a: Donphan|203/288|[from] item: Leftovers |upkeep |turn|10 | |t:|1715342435 |switch|p1a: Carbink|Carbink, L90|236/236 |-activate|p1a: Carbink|move: Sticky Web |-unboost|p1a: Carbink|spe|1 |-damage|p1a: Carbink|177/236|[from] Spikes |move|p2a: Donphan|Rapid Spin|p1a: Carbink |-resisted|p1a: Carbink |-damage|p1a: Carbink|164/236 |-boost|p2a: Donphan|spe|1 |-sideend|p2: pokeblade☆101|Spikes|[from] move: Rapid Spin|[of] p2a: Donphan |-sideend|p2: pokeblade☆101|Sticky Web|[from] move: Rapid Spin|[of] p2a: Donphan | |-heal|p2a: Donphan|221/288|[from] item: Leftovers |-heal|p1a: Carbink|178/236|[from] item: Leftovers |upkeep |turn|11 |c|☆sylvee1|:( | |t:|1715342448 |switch|p1a: Skarmory|Skarmory, L80, F|235/235 slp |move|p2a: Donphan|Earthquake|p1a: Skarmory |-immune|p1a: Skarmory | |-heal|p2a: Donphan|239/288|[from] item: Leftovers |upkeep |turn|12 |j| TNTDestroyer | |t:|1715342454 |cant|p1a: Skarmory|slp |move|p2a: Donphan|Knock Off|p1a: Skarmory |-damage|p1a: Skarmory|178/235 slp |-enditem|p1a: Skarmory|Leftovers|[from] move: Knock Off|[of] p2a: Donphan | |-heal|p2a: Donphan|257/288|[from] item: Leftovers |upkeep |turn|13 |c| TNTDestroyer|me when sylvee cooked |j| meamdefinitely4 | |t:|1715342480 |cant|p1a: Skarmory|slp |move|p2a: Donphan|Stealth Rock|p1a: Skarmory |-sidestart|p1: sylvee1|move: Stealth Rock | |-heal|p2a: Donphan|275/288|[from] item: Leftovers |upkeep |turn|14 | |t:|1715342487 |switch|p2a: Arcanine|Arcanine, L84, M|287/287 |-ability|p2a: Arcanine|Intimidate|boost |-unboost|p1a: Skarmory|atk|1 |-curestatus|p1a: Skarmory|slp|[msg] |move|p1a: Skarmory|Iron Defense|p1a: Skarmory |-boost|p1a: Skarmory|def|2 | |upkeep |turn|15 | |t:|1715342493 |-terastallize|p1a: Skarmory|Fighting |move|p2a: Arcanine|Flare Blitz|p1a: Skarmory |-damage|p1a: Skarmory|106/235 |-damage|p2a: Arcanine|263/287|[from] Recoil |move|p1a: Skarmory|Iron Defense|p1a: Skarmory |-boost|p1a: Skarmory|def|2 | |upkeep |turn|16 | |t:|1715342497 |switch|p2a: Tentacruel|Tentacruel, L84, F|272/272 |move|p1a: Skarmory|Roost|p1a: Skarmory |-heal|p1a: Skarmory|224/235 | |upkeep |turn|17 | |t:|1715342501 |move|p2a: Tentacruel|Haze|p2a: Tentacruel |-clearallboost |move|p1a: Skarmory|Body Press|p2a: Tentacruel |-resisted|p2a: Tentacruel |-damage|p2a: Tentacruel|212/272 | |-heal|p2a: Tentacruel|229/272|[from] item: Leftovers |upkeep |turn|18 |j| mayhuKAUN |c| meamdefinitely4|me when hazard stack | |t:|1715342509 |switch|p1a: Cresselia|Cresselia, L80, F|323/323 |-damage|p1a: Cresselia|283/323|[from] Stealth Rock |move|p2a: Tentacruel|Sludge Bomb|p1a: Cresselia |-crit|p1a: Cresselia |-damage|p1a: Cresselia|177/323 | |-heal|p2a: Tentacruel|246/272|[from] item: Leftovers |-heal|p1a: Cresselia|197/323|[from] item: Leftovers |upkeep |turn|19 | |t:|1715342528 |move|p2a: Tentacruel|Knock Off|p1a: Cresselia |-supereffective|p1a: Cresselia |-damage|p1a: Cresselia|99/323 |-enditem|p1a: Cresselia|Leftovers|[from] move: Knock Off|[of] p2a: Tentacruel |move|p1a: Cresselia|Calm Mind|p1a: Cresselia |-boost|p1a: Cresselia|spa|1 |-boost|p1a: Cresselia|spd|1 | |-heal|p2a: Tentacruel|263/272|[from] item: Leftovers |upkeep |turn|20 | |t:|1715342545 |move|p2a: Tentacruel|Haze|p2a: Tentacruel |-clearallboost |move|p1a: Cresselia|Psyshock|p2a: Tentacruel |-supereffective|p2a: Tentacruel |-damage|p2a: Tentacruel|95/272 | |-heal|p2a: Tentacruel|112/272|[from] item: Leftovers |upkeep |turn|21 | |t:|1715342552 |switch|p2a: Arcanine|Arcanine, L84, M|263/287 |-ability|p2a: Arcanine|Intimidate|boost |-unboost|p1a: Cresselia|atk|1 |move|p1a: Cresselia|Moonlight|p1a: Cresselia |-heal|p1a: Cresselia|260/323 | |upkeep |turn|22 | |t:|1715342569 |switch|p1a: Carbink|Carbink, L90|178/236 |-activate|p1a: Carbink|move: Sticky Web |-unboost|p1a: Carbink|spe|1 |-damage|p1a: Carbink|119/236|[from] Spikes |-damage|p1a: Carbink|90/236|[from] Stealth Rock |move|p2a: Arcanine|Flare Blitz|p1a: Carbink |-resisted|p1a: Carbink |-damage|p1a: Carbink|31/236 |-damage|p2a: Arcanine|244/287|[from] Recoil | |-heal|p1a: Carbink|45/236|[from] item: Leftovers |upkeep |turn|23 | |t:|1715342590 |move|p2a: Arcanine|Flare Blitz|p1a: Carbink |-resisted|p1a: Carbink |-damage|p1a: Carbink|0 fnt |faint|p1a: Carbink |-damage|p2a: Arcanine|229/287|[from] Recoil | |upkeep | |t:|1715342612 |switch|p1a: Skarmory|Skarmory, L80, F, tera:Fighting|224/235 |-activate|p1a: Skarmory|move: Sticky Web |-unboost|p1a: Skarmory|spe|1 |-damage|p1a: Skarmory|166/235|[from] Spikes |-damage|p1a: Skarmory|152/235|[from] Stealth Rock |turn|24 |inactive|pokeblade☆101 has 120 seconds left. |l|@Frozoid | |t:|1715342644 |move|p2a: Arcanine|Flare Blitz|p1a: Skarmory |-damage|p1a: Skarmory|0 fnt |faint|p1a: Skarmory |-damage|p2a: Arcanine|179/287|[from] Recoil | |upkeep |inactive|sylvee1 has 120 seconds left. |j| Kanha Greninja |c|☆sylvee1|gg |inactive|sylvee1 has 90 seconds left. |-message|sylvee1 forfeited. | |win|pokeblade☆101 |raw|sylvee1's rating: 2210 &rarr; <strong>2200</strong><br />(-10 for losing) |raw|pokeblade☆101's rating: 2405 &rarr; <strong>2415</strong><br />(+10 for winning) |l| Kanha Greninja |c|☆sylvee1|suffering from no hazard removal |c| TNTDestroyer|And copium |l| mayhuKAUN |c| TNTDestroyer|~~kidding~~ |c|☆sylvee1|tnt no one asked you |c| TNTDestroyer|:c |c|☆pokeblade☆101|lol |c| meamdefinitely4|I have a finding |c|☆pokeblade☆101|yeah i didnt think this team was good |c|☆pokeblade☆101|it needed hazard stack to do a lot |c|☆sylvee1|frfr |c| TNTDestroyer|this was still wp by you sylvee though |c| TNTDestroyer|even if no defog |l| Seasza |c|☆sylvee1|thanks |c|☆sylvee1|just tried my best
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move ceaselessedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\nbodypress: 1043% - 1234%\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move ceaselessedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 9% - 10%\n\n\nHere is the impact of the opponent's smeargle moves and the hp range that the move will do:\nstickyweb: 0 - 0\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in rayquaza.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\n\nHere is the impact of the player's rayquaza moves and the hp range that the move will do:\ndragonascent: 11% - 13%\n\n\nHere is the impact of the opponent's cresselia moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rayquaza. They had the following choices:\n0. /choose move dragonascent\n1. /choose switch donphan\n2. /choose switch arcanine\n3. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose switch donphan\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\n\nHere is the impact of the player's donphan moves and the hp range that the move will do:\nrapidspin: 2% - 3%\nearthquake: 35% - 42%\nknockoff: 5% - 6%\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's carbink moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is donphan. They had the following choices:\n0. /choose move rapidspin\n1. /choose move earthquake\n2. /choose move knockoff\n3. /choose move stealthrock\n4. /choose switch rayquaza\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\n\nHere is the impact of the player's donphan moves and the hp range that the move will do:\nrapidspin: 3% - 4%\nearthquake: 0 - 0\nknockoff: 9% - 11%\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\nbodypress: 19% - 23%\n\n\nThe winner's active Pokemon is donphan. They had the following choices:\n0. /choose move rapidspin\n1. /choose move earthquake\n2. /choose move knockoff\n3. /choose move stealthrock\n4. /choose switch rayquaza\n5. /choose switch arcanine\n6. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\nturn 13\ncant p1a: Skarmory slp\nmove p2a: Donphan Stealth Rock p1a: Skarmory\n-sidestart p1: sylvee1 move: Stealth Rock\n-heal p2a: Donphan 275/288 [from] item: Leftovers\nturn 14\nswitch p2a: Arcanine Arcanine, L84, M 287/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Skarmory atk 1\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\n\nHere is the impact of the player's arcanine moves and the hp range that the move will do:\nflareblitz: 23% - 28%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\nbodypress: 49% - 58%\nirondefense: 0 - 0\n\n\nThe winner's active Pokemon is arcanine. They had the following choices:\n0. /choose move flareblitz\n1. /choose switch rayquaza\n2. /choose switch donphan\n3. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move flareblitz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\nturn 13\ncant p1a: Skarmory slp\nmove p2a: Donphan Stealth Rock p1a: Skarmory\n-sidestart p1: sylvee1 move: Stealth Rock\n-heal p2a: Donphan 275/288 [from] item: Leftovers\nturn 14\nswitch p2a: Arcanine Arcanine, L84, M 287/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Skarmory atk 1\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 15\n-terastallize p1a: Skarmory Fighting\nmove p2a: Arcanine Flare Blitz p1a: Skarmory\n-damage p1a: Skarmory 106/235\n-damage p2a: Arcanine 263/287 [from] Recoil\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 16\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Skarmory Roost p1a: Skarmory\n-heal p1a: Skarmory 224/235\n\nHere is the impact of the player's tentacruel moves and the hp range that the move will do:\nhaze: 0 - 0\nsludgebomb: 19% - 22%\nknockoff: 0% - 1%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\nbodypress: 69% - 81%\nirondefense: 0 - 0\nroost: 0 - 0\n\n\nThe winner's active Pokemon is tentacruel. They had the following choices:\n0. /choose move haze\n1. /choose move sludgebomb\n2. /choose move knockoff\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n\n\nThe winner chose to do the following:\n/choose move haze\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\nturn 13\ncant p1a: Skarmory slp\nmove p2a: Donphan Stealth Rock p1a: Skarmory\n-sidestart p1: sylvee1 move: Stealth Rock\n-heal p2a: Donphan 275/288 [from] item: Leftovers\nturn 14\nswitch p2a: Arcanine Arcanine, L84, M 287/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Skarmory atk 1\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 15\n-terastallize p1a: Skarmory Fighting\nmove p2a: Arcanine Flare Blitz p1a: Skarmory\n-damage p1a: Skarmory 106/235\n-damage p2a: Arcanine 263/287 [from] Recoil\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 16\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Skarmory Roost p1a: Skarmory\n-heal p1a: Skarmory 224/235\nturn 17\nmove p2a: Tentacruel Haze p2a: Tentacruel\n-clearallboost\nmove p1a: Skarmory Body Press p2a: Tentacruel\n-damage p2a: Tentacruel 212/272\n-heal p2a: Tentacruel 229/272 [from] item: Leftovers\nturn 18\nswitch p1a: Cresselia Cresselia, L80, F 323/323\n-damage p1a: Cresselia 283/323 [from] Stealth Rock\nmove p2a: Tentacruel Sludge Bomb p1a: Cresselia\n-damage p1a: Cresselia 177/323\n-heal p2a: Tentacruel 246/272 [from] item: Leftovers\n-heal p1a: Cresselia 197/323 [from] item: Leftovers\n\nHere is the impact of the player's tentacruel moves and the hp range that the move will do:\nhaze: 0 - 0\nsludgebomb: 10% - 12%\nknockoff: 14% - 16%\n\n\nHere is the impact of the opponent's cresselia moves and the hp range that the move will do:\nmoonblast: 7% - 8%\n\n\nThe winner's active Pokemon is tentacruel. They had the following choices:\n0. /choose move haze\n1. /choose move sludgebomb\n2. /choose move knockoff\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\nturn 13\ncant p1a: Skarmory slp\nmove p2a: Donphan Stealth Rock p1a: Skarmory\n-sidestart p1: sylvee1 move: Stealth Rock\n-heal p2a: Donphan 275/288 [from] item: Leftovers\nturn 14\nswitch p2a: Arcanine Arcanine, L84, M 287/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Skarmory atk 1\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 15\n-terastallize p1a: Skarmory Fighting\nmove p2a: Arcanine Flare Blitz p1a: Skarmory\n-damage p1a: Skarmory 106/235\n-damage p2a: Arcanine 263/287 [from] Recoil\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 16\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Skarmory Roost p1a: Skarmory\n-heal p1a: Skarmory 224/235\nturn 17\nmove p2a: Tentacruel Haze p2a: Tentacruel\n-clearallboost\nmove p1a: Skarmory Body Press p2a: Tentacruel\n-damage p2a: Tentacruel 212/272\n-heal p2a: Tentacruel 229/272 [from] item: Leftovers\nturn 18\nswitch p1a: Cresselia Cresselia, L80, F 323/323\n-damage p1a: Cresselia 283/323 [from] Stealth Rock\nmove p2a: Tentacruel Sludge Bomb p1a: Cresselia\n-damage p1a: Cresselia 177/323\n-heal p2a: Tentacruel 246/272 [from] item: Leftovers\n-heal p1a: Cresselia 197/323 [from] item: Leftovers\nturn 19\nmove p2a: Tentacruel Knock Off p1a: Cresselia\n-damage p1a: Cresselia 99/323\n-enditem p1a: Cresselia Leftovers [from] move: Knock Off [of] p2a: Tentacruel\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n-heal p2a: Tentacruel 263/272 [from] item: Leftovers\nturn 20\nmove p2a: Tentacruel Haze p2a: Tentacruel\n-clearallboost\nmove p1a: Cresselia Psyshock p2a: Tentacruel\n-damage p2a: Tentacruel 95/272\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\n\nHere is the impact of the player's tentacruel moves and the hp range that the move will do:\nhaze: 0 - 0\nsludgebomb: 20% - 24%\nknockoff: 18% - 22%\n\n\nHere is the impact of the opponent's cresselia moves and the hp range that the move will do:\nmoonblast: 16% - 18%\ncalmmind: 0 - 0\npsyshock: 133% - 157%\n\n\nThe winner's active Pokemon is tentacruel. They had the following choices:\n0. /choose move haze\n1. /choose move sludgebomb\n2. /choose move knockoff\n3. /choose switch rayquaza\n4. /choose switch donphan\n5. /choose switch arcanine\n\n\nThe winner chose to do the following:\n/choose switch arcanine\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skarmory Skarmory, L80, F 235/235\nswitch p2a: Smeargle Smeargle, L93, F 253/253\nturn 1\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\nturn 2\nmove p2a: Smeargle Sticky Web p1a: Skarmory\n-sidestart p1: sylvee1 move: Sticky Web\ncant p1a: Skarmory slp\nturn 3\nmove p2a: Smeargle Ceaseless Edge p1a: Skarmory\n-damage p1a: Skarmory 220/235 slp\n-sidestart p1: sylvee1 Spikes\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Body Press p2a: Smeargle\n-damage p2a: Smeargle 23/253\n-heal p1a: Skarmory 234/235 [from] item: Leftovers\nturn 4\nmove p2a: Smeargle Spore p1a: Skarmory\n-status p1a: Skarmory slp [from] move: Spore\ncant p1a: Skarmory slp\n-heal p1a: Skarmory 235/235 slp [from] item: Leftovers\nturn 5\nswitch p1a: Smeargle Smeargle, L93, M 253/253\n-activate p1a: Smeargle move: Sticky Web\n-unboost p1a: Smeargle spe 1\n-damage p1a: Smeargle 222/253 [from] Spikes\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 183/253\n-sidestart p1: sylvee1 Spikes\nturn 6\nmove p2a: Smeargle Ceaseless Edge p1a: Smeargle\n-damage p1a: Smeargle 148/253\n-sidestart p1: sylvee1 Spikes\nmove p1a: Smeargle Sticky Web p2a: Smeargle\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nmove p1a: Smeargle Ceaseless Edge p2a: Smeargle\n-damage p2a: Smeargle 0 fnt\n-sidestart p2: pokeblade☆101 Spikes\nfaint p2a: Smeargle\nswitch p2a: Rayquaza Rayquaza, L72 270/270\n-ability p2a: Rayquaza Air Lock\nturn 8\nmove p2a: Rayquaza Dragon Ascent p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\n-unboost p2a: Rayquaza def 1\n-unboost p2a: Rayquaza spd 1\nfaint p1a: Smeargle\nswitch p1a: Cresselia Cresselia, L80, F 323/323\nturn 9\nswitch p2a: Donphan Donphan, L84, M 288/288\n-activate p2a: Donphan move: Sticky Web\n-unboost p2a: Donphan spe 1\n-damage p2a: Donphan 252/288 [from] Spikes\nmove p1a: Cresselia Moonblast p2a: Donphan\n-damage p2a: Donphan 185/288\n-heal p2a: Donphan 203/288 [from] item: Leftovers\nturn 10\nswitch p1a: Carbink Carbink, L90 236/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 177/236 [from] Spikes\nmove p2a: Donphan Rapid Spin p1a: Carbink\n-damage p1a: Carbink 164/236\n-boost p2a: Donphan spe 1\n-sideend p2: pokeblade☆101 Spikes [from] move: Rapid Spin [of] p2a: Donphan\n-sideend p2: pokeblade☆101 Sticky Web [from] move: Rapid Spin [of] p2a: Donphan\n-heal p2a: Donphan 221/288 [from] item: Leftovers\n-heal p1a: Carbink 178/236 [from] item: Leftovers\nturn 11\nswitch p1a: Skarmory Skarmory, L80, F 235/235 slp\nmove p2a: Donphan Earthquake p1a: Skarmory\n-immune p1a: Skarmory\n-heal p2a: Donphan 239/288 [from] item: Leftovers\nturn 12\ncant p1a: Skarmory slp\nmove p2a: Donphan Knock Off p1a: Skarmory\n-damage p1a: Skarmory 178/235 slp\n-enditem p1a: Skarmory Leftovers [from] move: Knock Off [of] p2a: Donphan\n-heal p2a: Donphan 257/288 [from] item: Leftovers\nturn 13\ncant p1a: Skarmory slp\nmove p2a: Donphan Stealth Rock p1a: Skarmory\n-sidestart p1: sylvee1 move: Stealth Rock\n-heal p2a: Donphan 275/288 [from] item: Leftovers\nturn 14\nswitch p2a: Arcanine Arcanine, L84, M 287/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Skarmory atk 1\n-curestatus p1a: Skarmory slp [msg]\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 15\n-terastallize p1a: Skarmory Fighting\nmove p2a: Arcanine Flare Blitz p1a: Skarmory\n-damage p1a: Skarmory 106/235\n-damage p2a: Arcanine 263/287 [from] Recoil\nmove p1a: Skarmory Iron Defense p1a: Skarmory\n-boost p1a: Skarmory def 2\nturn 16\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Skarmory Roost p1a: Skarmory\n-heal p1a: Skarmory 224/235\nturn 17\nmove p2a: Tentacruel Haze p2a: Tentacruel\n-clearallboost\nmove p1a: Skarmory Body Press p2a: Tentacruel\n-damage p2a: Tentacruel 212/272\n-heal p2a: Tentacruel 229/272 [from] item: Leftovers\nturn 18\nswitch p1a: Cresselia Cresselia, L80, F 323/323\n-damage p1a: Cresselia 283/323 [from] Stealth Rock\nmove p2a: Tentacruel Sludge Bomb p1a: Cresselia\n-damage p1a: Cresselia 177/323\n-heal p2a: Tentacruel 246/272 [from] item: Leftovers\n-heal p1a: Cresselia 197/323 [from] item: Leftovers\nturn 19\nmove p2a: Tentacruel Knock Off p1a: Cresselia\n-damage p1a: Cresselia 99/323\n-enditem p1a: Cresselia Leftovers [from] move: Knock Off [of] p2a: Tentacruel\nmove p1a: Cresselia Calm Mind p1a: Cresselia\n-boost p1a: Cresselia spa 1\n-boost p1a: Cresselia spd 1\n-heal p2a: Tentacruel 263/272 [from] item: Leftovers\nturn 20\nmove p2a: Tentacruel Haze p2a: Tentacruel\n-clearallboost\nmove p1a: Cresselia Psyshock p2a: Tentacruel\n-damage p2a: Tentacruel 95/272\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nturn 21\nswitch p2a: Arcanine Arcanine, L84, M 263/287\n-ability p2a: Arcanine Intimidate boost\n-unboost p1a: Cresselia atk 1\nmove p1a: Cresselia Moonlight p1a: Cresselia\n-heal p1a: Cresselia 260/323\nturn 22\nswitch p1a: Carbink Carbink, L90 178/236\n-activate p1a: Carbink move: Sticky Web\n-unboost p1a: Carbink spe 1\n-damage p1a: Carbink 119/236 [from] Spikes\n-damage p1a: Carbink 90/236 [from] Stealth Rock\nmove p2a: Arcanine Flare Blitz p1a: Carbink\n-damage p1a: Carbink 31/236\n-damage p2a: Arcanine 244/287 [from] Recoil\n-heal p1a: Carbink 45/236 [from] item: Leftovers\n\nHere is the impact of the player's arcanine moves and the hp range that the move will do:\nflareblitz: 38% - 46%\n\n\nHere is the impact of the opponent's carbink moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is arcanine. They had the following choices:\n0. /choose move flareblitz\n1. /choose switch rayquaza\n2. /choose switch donphan\n3. /choose switch tentacruel\n\n\nThe winner chose to do the following:\n/choose move flareblitz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,328
gen9randombattle-2119673479
2,200
|j|☆Remnant Willakers |j|☆Kickasser |t:|1715087307 |gametype|singles |player|p1|Remnant Willakers|hiker|2218 |player|p2|Kickasser|acetrainer-gen3jp|2294 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1715087307 |start |switch|p1a: Florges|Florges-Blue, L85, F|271/271 |switch|p2a: Meowstic|Meowstic-F, L89, F|277/277 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Kickasser) | |t:|1715087336 |move|p2a: Meowstic|Nasty Plot|p2a: Meowstic |-boost|p2a: Meowstic|spa|2 |move|p1a: Florges|Calm Mind|p1a: Florges |-boost|p1a: Florges|spa|1 |-boost|p1a: Florges|spd|1 | |upkeep |turn|2 | |t:|1715087348 |move|p2a: Meowstic|Psyshock|p1a: Florges |-damage|p1a: Florges|18/271 |-damage|p2a: Meowstic|250/277|[from] item: Life Orb |move|p1a: Florges|Moonblast|p2a: Meowstic |-damage|p2a: Meowstic|64/277 | |-heal|p1a: Florges|34/271|[from] item: Leftovers |upkeep |turn|3 | |t:|1715087358 |move|p2a: Meowstic|Thunderbolt|p1a: Florges |-damage|p1a: Florges|0 fnt |faint|p1a: Florges |-damage|p2a: Meowstic|37/277|[from] item: Life Orb | |upkeep | |t:|1715087370 |switch|p1a: Azumarill|Azumarill, L82, M|298/298 |turn|4 |inactive|Kickasser has 120 seconds left. | |t:|1715087426 |switch|p2a: Dunsparce|Dunsparce, L86, F|312/312 |move|p1a: Azumarill|Aqua Jet|p2a: Dunsparce |-crit|p2a: Dunsparce |-damage|p2a: Dunsparce|254/312 | |upkeep |turn|5 | |t:|1715087444 |switch|p1a: Banette|Banette, L93, F|270/270 |-item|p2a: Dunsparce|Eviolite|[from] ability: Frisk|[of] p1a: Banette|[identify] |move|p2a: Dunsparce|Body Slam|p1a: Banette |-immune|p1a: Banette | |upkeep |turn|6 |inactive|Kickasser has 90 seconds left. | |t:|1715087480 |move|p1a: Banette|Thunder Wave|p2a: Dunsparce |-status|p2a: Dunsparce|par |move|p2a: Dunsparce|Coil|p2a: Dunsparce |-boost|p2a: Dunsparce|atk|1 |-boost|p2a: Dunsparce|def|1 |-boost|p2a: Dunsparce|accuracy|1 | |upkeep |turn|7 | |t:|1715087506 |switch|p1a: Girafarig|Girafarig, L89, F|269/269 |move|p2a: Dunsparce|Earthquake|p1a: Girafarig |-damage|p1a: Girafarig|205/269 | |upkeep |turn|8 | |t:|1715087513 |move|p1a: Girafarig|Nasty Plot|p1a: Girafarig |-boost|p1a: Girafarig|spa|2 |move|p2a: Dunsparce|Body Slam|p1a: Girafarig |-damage|p1a: Girafarig|123/269 | |upkeep |turn|9 | |t:|1715087524 |move|p1a: Girafarig|Hyper Voice|p2a: Dunsparce |-damage|p2a: Dunsparce|101/312 par |move|p2a: Dunsparce|Body Slam|p1a: Girafarig |-damage|p1a: Girafarig|35/269 | |upkeep |turn|10 | |t:|1715087535 |switch|p2a: Meowstic|Meowstic-F, L89, F|37/277 |move|p1a: Girafarig|Hyper Voice|p2a: Meowstic |-damage|p2a: Meowstic|0 fnt |faint|p2a: Meowstic | |upkeep | |t:|1715087538 |switch|p2a: Espeon|Espeon, L84, M|246/246 |turn|11 | |t:|1715087553 |move|p2a: Espeon|Psychic|p1a: Girafarig |-resisted|p1a: Girafarig |-damage|p1a: Girafarig|0 fnt |faint|p1a: Girafarig |-damage|p2a: Espeon|222/246|[from] item: Life Orb | |upkeep |inactive|Remnant Willakers has 120 seconds left. | |t:|1715087580 |switch|p1a: Slaking|Slaking, L84, F|389/389 |turn|12 | |t:|1715087586 |switch|p2a: Dunsparce|Dunsparce, L86, F|101/312 par |move|p1a: Slaking|Knock Off|p2a: Dunsparce |-damage|p2a: Dunsparce|20/312 par |-enditem|p2a: Dunsparce|Eviolite|[from] move: Knock Off|[of] p1a: Slaking | |upkeep |turn|13 |inactive|Remnant Willakers has 120 seconds left. |inactive|Kickasser has 120 seconds left. |inactive|Remnant Willakers has 90 seconds left. | |t:|1715087635 |switch|p1a: Azumarill|Azumarill, L82, M|298/298 |cant|p2a: Dunsparce|par | |upkeep |turn|14 |inactive|Remnant Willakers has 90 seconds left. | |t:|1715087651 |move|p1a: Azumarill|Liquidation|p2a: Dunsparce |-damage|p2a: Dunsparce|0 fnt |faint|p2a: Dunsparce | |upkeep |inactive|Kickasser has 120 seconds left. |inactive|Kickasser has 90 seconds left. | |t:|1715087695 |switch|p2a: Espeon|Espeon, L84, M|222/246 |turn|15 |inactive|Remnant Willakers has 90 seconds left. |inactive|Remnant Willakers has 60 seconds left. | |t:|1715087746 |switch|p1a: Slaking|Slaking, L84, F|389/389 |move|p2a: Espeon|Psychic|p1a: Slaking |-damage|p1a: Slaking|197/389 |-damage|p2a: Espeon|198/246|[from] item: Life Orb | |upkeep |turn|16 | |t:|1715087759 |switch|p2a: Poliwrath|Poliwrath, L88, F|302/302 |move|p1a: Slaking|Double-Edge|p2a: Poliwrath |-damage|p2a: Poliwrath|124/302 |-damage|p1a: Slaking|138/389|[from] Recoil | |upkeep |turn|17 |inactive|Remnant Willakers has 60 seconds left. | |t:|1715087770 |switch|p1a: Banette|Banette, L93, F|270/270 |-item|p2a: Poliwrath|Assault Vest|[from] ability: Frisk|[of] p1a: Banette|[identify] |move|p2a: Poliwrath|Knock Off|p1a: Banette |-supereffective|p1a: Banette |-damage|p1a: Banette|106/270 |-enditem|p1a: Banette|Life Orb|[from] move: Knock Off|[of] p2a: Poliwrath | |upkeep |turn|18 |inactive|Remnant Willakers has 60 seconds left. | |t:|1715087781 |move|p1a: Banette|Thunder Wave|p2a: Poliwrath|[miss] |-miss|p1a: Banette|p2a: Poliwrath |move|p2a: Poliwrath|Knock Off|p1a: Banette |-supereffective|p1a: Banette |-damage|p1a: Banette|0 fnt |faint|p1a: Banette | |upkeep | |t:|1715087799 |switch|p1a: Azumarill|Azumarill, L82, M|298/298 |turn|19 | |t:|1715087823 |move|p2a: Poliwrath|Knock Off|p1a: Azumarill |-resisted|p1a: Azumarill |-damage|p1a: Azumarill|259/298 |-enditem|p1a: Azumarill|Sitrus Berry|[from] move: Knock Off|[of] p2a: Poliwrath |move|p1a: Azumarill|Play Rough|p2a: Poliwrath |-supereffective|p2a: Poliwrath |-crit|p2a: Poliwrath |-damage|p2a: Poliwrath|0 fnt |faint|p2a: Poliwrath | |upkeep | |t:|1715087826 |switch|p2a: Espeon|Espeon, L84, M|198/246 |turn|20 |inactive|Remnant Willakers has 60 seconds left. | |t:|1715087847 |move|p2a: Espeon|Psychic|p1a: Azumarill |-crit|p1a: Azumarill |-damage|p1a: Azumarill|21/298 |-damage|p2a: Espeon|174/246|[from] item: Life Orb |move|p1a: Azumarill|Liquidation|p2a: Espeon |-damage|p2a: Espeon|33/246 | |upkeep |turn|21 |inactive|Kickasser has 120 seconds left. | |t:|1715087865 |move|p1a: Azumarill|Aqua Jet|p2a: Espeon |-damage|p2a: Espeon|0 fnt |faint|p2a: Espeon | |upkeep | |t:|1715087866 |switch|p2a: Ho-Oh|Ho-Oh, L71|268/268 |turn|22 | |t:|1715087876 |move|p1a: Azumarill|Aqua Jet|p2a: Ho-Oh |-supereffective|p2a: Ho-Oh |-damage|p2a: Ho-Oh|140/268 |move|p2a: Ho-Oh|Brave Bird|p1a: Azumarill |-damage|p1a: Azumarill|0 fnt |faint|p1a: Azumarill |-damage|p2a: Ho-Oh|133/268|[from] Recoil | |upkeep | |t:|1715087888 |switch|p1a: Slaking|Slaking, L84, F|138/389 |turn|23 |inactive|Kickasser has 120 seconds left. | |t:|1715087913 |switch|p2a: Polteageist|Polteageist-Antique, L79|224/224 |move|p1a: Slaking|Double-Edge|p2a: Polteageist |-immune|p2a: Polteageist | |upkeep |turn|24 |inactive|Remnant Willakers has 60 seconds left. | |t:|1715087930 |switch|p1a: Cinderace|Cinderace, L77, F|249/249 |move|p2a: Polteageist|Shell Smash|p2a: Polteageist |-unboost|p2a: Polteageist|def|1 |-unboost|p2a: Polteageist|spd|1 |-boost|p2a: Polteageist|atk|2 |-boost|p2a: Polteageist|spa|2 |-boost|p2a: Polteageist|spe|2 |-enditem|p2a: Polteageist|White Herb |-clearnegativeboost|p2a: Polteageist|[silent] | |upkeep |turn|25 |inactive|Kickasser has 120 seconds left. |inactive|Remnant Willakers has 30 seconds left. |inactive|Kickasser has 90 seconds left. | |t:|1715087997 |-terastallize|p2a: Polteageist|Fighting |move|p1a: Cinderace|Sucker Punch|p2a: Polteageist |-start|p1a: Cinderace|typechange|Dark|[from] ability: Libero |-resisted|p2a: Polteageist |-damage|p2a: Polteageist|178/224 |move|p2a: Polteageist|Stored Power|p1a: Cinderace |-immune|p1a: Cinderace | |upkeep |turn|26 |inactive|Remnant Willakers has 30 seconds left. | |t:|1715088009 |-terastallize|p1a: Cinderace|Fighting |move|p2a: Polteageist|Tera Blast|p1a: Cinderace|[anim] Tera Blast Fighting |-damage|p1a: Cinderace|2/249 |move|p1a: Cinderace|High Jump Kick|p2a: Polteageist |-damage|p2a: Polteageist|13/224 | |upkeep |turn|27 |inactive|Remnant Willakers has 30 seconds left. |inactive|Remnant Willakers has 20 seconds left. |inactive|Remnant Willakers has 15 seconds left. | |t:|1715088036 |switch|p2a: Ho-Oh|Ho-Oh, L71|222/268 |move|p1a: Cinderace|Pyro Ball|p2a: Ho-Oh |-resisted|p2a: Ho-Oh |-damage|p2a: Ho-Oh|172/268 | |upkeep |turn|28 |inactive|Remnant Willakers has 25 seconds left this turn. |inactive|Remnant Willakers has 20 seconds left. |inactive|Remnant Willakers has 15 seconds left. | |t:|1715088050 |move|p1a: Cinderace|High Jump Kick|p2a: Ho-Oh |-resisted|p2a: Ho-Oh |-damage|p2a: Ho-Oh|95/268 |move|p2a: Ho-Oh|Brave Bird|p1a: Cinderace |-supereffective|p1a: Cinderace |-damage|p1a: Cinderace|0 fnt |faint|p1a: Cinderace |-damage|p2a: Ho-Oh|94/268|[from] Recoil | |upkeep |inactive|Remnant Willakers has 20 seconds left this turn. |inactive|Remnant Willakers has 15 seconds left. |inactive|Remnant Willakers has 10 seconds left. | |t:|1715088061 |switch|p1a: Slaking|Slaking, L84, F|138/389 |turn|29 |inactive|Remnant Willakers has 20 seconds left this turn. |inactive|Kickasser has 90 seconds left. | |t:|1715088079 |move|p1a: Slaking|Knock Off|p2a: Ho-Oh |-damage|p2a: Ho-Oh|0 fnt |-enditem|p2a: Ho-Oh|Heavy-Duty Boots|[from] move: Knock Off|[of] p1a: Slaking |faint|p2a: Ho-Oh | |upkeep |inactive|Remnant Willakers has 25 seconds left this turn. | |t:|1715088081 |switch|p2a: Polteageist|Polteageist-Antique, L79, tera:Fighting|13/224 |turn|30 |inactive|Remnant Willakers has 30 seconds left. | |t:|1715088088 |cant|p1a: Slaking|ability: Truant |move|p2a: Polteageist|Tera Blast|p1a: Slaking|[anim] Tera Blast Fighting |-supereffective|p1a: Slaking |-damage|p1a: Slaking|0 fnt |faint|p1a: Slaking | |win|Kickasser |raw|Remnant Willakers's rating: 2218 &rarr; <strong>2200</strong><br />(-18 for losing) |raw|Kickasser's rating: 2259 &rarr; <strong>2277</strong><br />(+18 for winning) |l|☆Kickasser |player|p2| |l|☆Remnant Willakers |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\n\nHere is the impact of the player's meowsticf moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 13% - 16%\nthunderbolt: 5% - 6%\n\n\nHere is the impact of the opponent's florgesblue moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is meowsticf. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move thunderbolt\n3. /choose switch dunsparce\n4. /choose switch espeon\n5. /choose switch poliwrath\n6. /choose switch hooh\n7. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\nturn 1\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Florges Calm Mind p1a: Florges\n-boost p1a: Florges spa 1\n-boost p1a: Florges spd 1\nturn 2\nmove p2a: Meowstic Psyshock p1a: Florges\n-damage p1a: Florges 18/271\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Florges Moonblast p2a: Meowstic\n-damage p2a: Meowstic 64/277\n-heal p1a: Florges 34/271 [from] item: Leftovers\n\nHere is the impact of the player's meowsticf moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 281% - 332%\nthunderbolt: 70% - 84%\n\n\nHere is the impact of the opponent's florgesblue moves and the hp range that the move will do:\ncalmmind: 0 - 0\nmoonblast: 257% - 304%\n\n\nThe winner's active Pokemon is meowsticf. They had the following choices:\n0. /choose move nastyplot\n1. /choose move psyshock\n2. /choose move thunderbolt\n3. /choose switch dunsparce\n4. /choose switch espeon\n5. /choose switch poliwrath\n6. /choose switch hooh\n7. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\nturn 1\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Florges Calm Mind p1a: Florges\n-boost p1a: Florges spa 1\n-boost p1a: Florges spd 1\nturn 2\nmove p2a: Meowstic Psyshock p1a: Florges\n-damage p1a: Florges 18/271\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Florges Moonblast p2a: Meowstic\n-damage p2a: Meowstic 64/277\n-heal p1a: Florges 34/271 [from] item: Leftovers\nturn 3\nmove p2a: Meowstic Thunderbolt p1a: Florges\n-damage p1a: Florges 0 fnt\nfaint p1a: Florges\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nswitch p1a: Azumarill Azumarill, L82, M 298/298\nturn 4\nswitch p2a: Dunsparce Dunsparce, L86, F 312/312\nmove p1a: Azumarill Aqua Jet p2a: Dunsparce\n-damage p2a: Dunsparce 254/312\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nbodyslam: 8% - 10%\ncoil: 0 - 0\nearthquake: 6% - 8%\n\n\nHere is the impact of the opponent's azumarill moves and the hp range that the move will do:\naquajet: 10% - 12%\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move bodyslam\n1. /choose move coil\n2. /choose move earthquake\n3. /choose switch meowsticf\n4. /choose switch espeon\n5. /choose switch poliwrath\n6. /choose switch hooh\n7. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\nturn 1\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Florges Calm Mind p1a: Florges\n-boost p1a: Florges spa 1\n-boost p1a: Florges spd 1\nturn 2\nmove p2a: Meowstic Psyshock p1a: Florges\n-damage p1a: Florges 18/271\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Florges Moonblast p2a: Meowstic\n-damage p2a: Meowstic 64/277\n-heal p1a: Florges 34/271 [from] item: Leftovers\nturn 3\nmove p2a: Meowstic Thunderbolt p1a: Florges\n-damage p1a: Florges 0 fnt\nfaint p1a: Florges\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nswitch p1a: Azumarill Azumarill, L82, M 298/298\nturn 4\nswitch p2a: Dunsparce Dunsparce, L86, F 312/312\nmove p1a: Azumarill Aqua Jet p2a: Dunsparce\n-damage p2a: Dunsparce 254/312\nturn 5\nswitch p1a: Banette Banette, L93, F 270/270\n-item p2a: Dunsparce Eviolite [from] ability: Frisk [of] p1a: Banette [identify]\nmove p2a: Dunsparce Body Slam p1a: Banette\n-immune p1a: Banette\nturn 6\nmove p1a: Banette Thunder Wave p2a: Dunsparce\n-status p2a: Dunsparce par\nmove p2a: Dunsparce Coil p2a: Dunsparce\n-boost p2a: Dunsparce atk 1\n-boost p2a: Dunsparce def 1\n-boost p2a: Dunsparce accuracy 1\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nbodyslam: 0 - 0\ncoil: 0 - 0\nearthquake: 13% - 16%\n\n\nHere is the impact of the opponent's banette moves and the hp range that the move will do:\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move bodyslam\n1. /choose move coil\n2. /choose move earthquake\n3. /choose switch meowsticf\n4. /choose switch espeon\n5. /choose switch poliwrath\n6. /choose switch hooh\n7. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\nturn 1\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Florges Calm Mind p1a: Florges\n-boost p1a: Florges spa 1\n-boost p1a: Florges spd 1\nturn 2\nmove p2a: Meowstic Psyshock p1a: Florges\n-damage p1a: Florges 18/271\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Florges Moonblast p2a: Meowstic\n-damage p2a: Meowstic 64/277\n-heal p1a: Florges 34/271 [from] item: Leftovers\nturn 3\nmove p2a: Meowstic Thunderbolt p1a: Florges\n-damage p1a: Florges 0 fnt\nfaint p1a: Florges\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nswitch p1a: Azumarill Azumarill, L82, M 298/298\nturn 4\nswitch p2a: Dunsparce Dunsparce, L86, F 312/312\nmove p1a: Azumarill Aqua Jet p2a: Dunsparce\n-damage p2a: Dunsparce 254/312\nturn 5\nswitch p1a: Banette Banette, L93, F 270/270\n-item p2a: Dunsparce Eviolite [from] ability: Frisk [of] p1a: Banette [identify]\nmove p2a: Dunsparce Body Slam p1a: Banette\n-immune p1a: Banette\nturn 6\nmove p1a: Banette Thunder Wave p2a: Dunsparce\n-status p2a: Dunsparce par\nmove p2a: Dunsparce Coil p2a: Dunsparce\n-boost p2a: Dunsparce atk 1\n-boost p2a: Dunsparce def 1\n-boost p2a: Dunsparce accuracy 1\nturn 7\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nmove p2a: Dunsparce Earthquake p1a: Girafarig\n-damage p1a: Girafarig 205/269\nturn 8\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Dunsparce Body Slam p1a: Girafarig\n-damage p1a: Girafarig 123/269\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nbodyslam: 39% - 46%\ncoil: 0 - 0\nearthquake: 30% - 36%\n\n\nHere is the impact of the opponent's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move bodyslam\n1. /choose move coil\n2. /choose move earthquake\n3. /choose switch meowsticf\n4. /choose switch espeon\n5. /choose switch poliwrath\n6. /choose switch hooh\n7. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Florges Florges-Blue, L85, F 271/271\nswitch p2a: Meowstic Meowstic-F, L89, F 277/277\nturn 1\nmove p2a: Meowstic Nasty Plot p2a: Meowstic\n-boost p2a: Meowstic spa 2\nmove p1a: Florges Calm Mind p1a: Florges\n-boost p1a: Florges spa 1\n-boost p1a: Florges spd 1\nturn 2\nmove p2a: Meowstic Psyshock p1a: Florges\n-damage p1a: Florges 18/271\n-damage p2a: Meowstic 250/277 [from] item: Life Orb\nmove p1a: Florges Moonblast p2a: Meowstic\n-damage p2a: Meowstic 64/277\n-heal p1a: Florges 34/271 [from] item: Leftovers\nturn 3\nmove p2a: Meowstic Thunderbolt p1a: Florges\n-damage p1a: Florges 0 fnt\nfaint p1a: Florges\n-damage p2a: Meowstic 37/277 [from] item: Life Orb\nswitch p1a: Azumarill Azumarill, L82, M 298/298\nturn 4\nswitch p2a: Dunsparce Dunsparce, L86, F 312/312\nmove p1a: Azumarill Aqua Jet p2a: Dunsparce\n-damage p2a: Dunsparce 254/312\nturn 5\nswitch p1a: Banette Banette, L93, F 270/270\n-item p2a: Dunsparce Eviolite [from] ability: Frisk [of] p1a: Banette [identify]\nmove p2a: Dunsparce Body Slam p1a: Banette\n-immune p1a: Banette\nturn 6\nmove p1a: Banette Thunder Wave p2a: Dunsparce\n-status p2a: Dunsparce par\nmove p2a: Dunsparce Coil p2a: Dunsparce\n-boost p2a: Dunsparce atk 1\n-boost p2a: Dunsparce def 1\n-boost p2a: Dunsparce accuracy 1\nturn 7\nswitch p1a: Girafarig Girafarig, L89, F 269/269\nmove p2a: Dunsparce Earthquake p1a: Girafarig\n-damage p1a: Girafarig 205/269\nturn 8\nmove p1a: Girafarig Nasty Plot p1a: Girafarig\n-boost p1a: Girafarig spa 2\nmove p2a: Dunsparce Body Slam p1a: Girafarig\n-damage p1a: Girafarig 123/269\nturn 9\nmove p1a: Girafarig Hyper Voice p2a: Dunsparce\n-damage p2a: Dunsparce 101/312 par\nmove p2a: Dunsparce Body Slam p1a: Girafarig\n-damage p1a: Girafarig 35/269\nturn 10\nswitch p2a: Meowstic Meowstic-F, L89, F 37/277\nmove p1a: Girafarig Hyper Voice p2a: Meowstic\n-damage p2a: Meowstic 0 fnt\nfaint p2a: Meowstic\nswitch p2a: Espeon Espeon, L84, M 246/246\n\nHere is the impact of the player's espeon moves and the hp range that the move will do:\npsychic: 76% - 91%\n\n\nHere is the impact of the opponent's girafarig moves and the hp range that the move will do:\nnastyplot: 0 - 0\nhypervoice: 69% - 82%\n\n\nThe winner's active Pokemon is espeon. They had the following choices:\n0. /choose move psychic\n1. /choose switch dunsparce\n2. /choose switch poliwrath\n3. /choose switch hooh\n4. /choose switch polteageistantique\n\n\nThe winner chose to do the following:\n/choose move psychic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,330
gen9randombattle-2116789374
2,200
|j|☆fashionstar510 |j|☆Petros |t:|1714717735 |gametype|singles |player|p1|fashionstar510|170|2218 |player|p2|Petros|#rbtt6teammewtwo|2250 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1714717735 |start |switch|p1a: Forretress|Forretress, L84, F|263/263 |switch|p2a: Clodsire|Clodsire, L81, M|343/343 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Petros) | |t:|1714717762 |move|p1a: Forretress|Iron Head|p2a: Clodsire |-damage|p2a: Clodsire|231/343 |move|p2a: Clodsire|Curse|p2a: Clodsire |-unboost|p2a: Clodsire|spe|1 |-boost|p2a: Clodsire|atk|1 |-boost|p2a: Clodsire|def|1 | |-heal|p2a: Clodsire|252/343|[from] item: Leftovers |upkeep |turn|2 | |t:|1714717767 |move|p1a: Forretress|Stealth Rock|p2a: Clodsire |-sidestart|p2: Petros|move: Stealth Rock |move|p2a: Clodsire|Earthquake|p1a: Forretress |-damage|p1a: Forretress|184/263 | |-heal|p1a: Forretress|200/263|[from] item: Leftovers |-heal|p2a: Clodsire|273/343|[from] item: Leftovers |upkeep |turn|3 | |t:|1714717774 |switch|p1a: Latios|Latios, L78, M|253/253 |move|p2a: Clodsire|Earthquake|p1a: Latios |-immune|p1a: Latios|[from] ability: Levitate | |-heal|p2a: Clodsire|294/343|[from] item: Leftovers |upkeep |turn|4 |inactive|Petros has 120 seconds left. | |t:|1714717817 |move|p1a: Latios|Luster Purge|p2a: Clodsire |-supereffective|p2a: Clodsire |-damage|p2a: Clodsire|54/343 |move|p2a: Clodsire|Gunk Shot|p1a: Latios |-damage|p1a: Latios|70/253 | |-heal|p2a: Clodsire|75/343|[from] item: Leftovers |upkeep |turn|5 |inactive|Petros has 90 seconds left. | |t:|1714717861 |move|p1a: Latios|Luster Purge|p2a: Clodsire |-supereffective|p2a: Clodsire |-damage|p2a: Clodsire|0 fnt |faint|p2a: Clodsire | |upkeep |inactive|Petros has 60 seconds left. | |t:|1714717910 |switch|p2a: Mesprit|Mesprit, L85|275/275 |-damage|p2a: Mesprit|241/275|[from] Stealth Rock |turn|6 | |t:|1714717920 |switch|p1a: Brambleghast|Brambleghast, L88, F|240/240 |move|p2a: Mesprit|U-turn|p1a: Brambleghast |-damage|p1a: Brambleghast|174/240 | |t:|1714717937 |switch|p2a: Appletun|Appletun, L92, M|352/352|[from] U-turn |-damage|p2a: Appletun|308/352|[from] Stealth Rock | |-heal|p1a: Brambleghast|189/240|[from] item: Leftovers |-heal|p2a: Appletun|330/352|[from] item: Leftovers |upkeep |turn|7 | |t:|1714717947 |switch|p1a: Gumshoos|Gumshoos, L95, M|321/321 |move|p2a: Appletun|Dragon Pulse|p1a: Gumshoos |-damage|p1a: Gumshoos|200/321 | |-heal|p2a: Appletun|352/352|[from] item: Leftovers |upkeep |turn|8 | |t:|1714717975 |move|p1a: Gumshoos|U-turn|p2a: Appletun |-supereffective|p2a: Appletun |-damage|p2a: Appletun|134/352 | |t:|1714717982 |switch|p1a: Skarmory|Skarmory, L80, F|235/235|[from] U-turn |move|p2a: Appletun|Dragon Pulse|p1a: Skarmory |-resisted|p1a: Skarmory |-damage|p1a: Skarmory|165/235 | |-heal|p1a: Skarmory|179/235|[from] item: Leftovers |-heal|p2a: Appletun|156/352|[from] item: Leftovers |upkeep |turn|9 |j| Yahvew |inactive|Petros has 30 seconds left. | |t:|1714718005 |switch|p2a: Mesprit|Mesprit, L85|241/275 |-damage|p2a: Mesprit|207/275|[from] Stealth Rock |move|p1a: Skarmory|Brave Bird|p2a: Mesprit |-damage|p2a: Mesprit|125/275 |-damage|p1a: Skarmory|152/235|[from] Recoil | |-heal|p1a: Skarmory|166/235|[from] item: Leftovers |upkeep |turn|10 |inactive|Petros has 30 seconds left. |inactive|Petros has 20 seconds left. | |t:|1714718027 |switch|p1a: Gumshoos|Gumshoos, L95, M|200/321 |move|p2a: Mesprit|Thunderbolt|p1a: Gumshoos |-damage|p1a: Gumshoos|86/321 |-status|p1a: Gumshoos|par | |upkeep |turn|11 |inactive|Petros has 30 seconds left this turn. | |t:|1714718035 |move|p2a: Mesprit|Thunderbolt|p1a: Gumshoos |-damage|p1a: Gumshoos|0 fnt |faint|p1a: Gumshoos | |upkeep |inactive|Petros has 30 seconds left this turn. | |t:|1714718043 |switch|p1a: Brambleghast|Brambleghast, L88, F|189/240 |turn|12 |inactive|Petros has 30 seconds left. | |t:|1714718054 |switch|p2a: Appletun|Appletun, L92, M|156/352 |-damage|p2a: Appletun|112/352|[from] Stealth Rock |move|p1a: Brambleghast|Substitute|p1a: Brambleghast |-start|p1a: Brambleghast|Substitute |-damage|p1a: Brambleghast|129/240 | |-heal|p1a: Brambleghast|144/240|[from] item: Leftovers |-heal|p2a: Appletun|134/352|[from] item: Leftovers |upkeep |turn|13 | |t:|1714718063 |move|p1a: Brambleghast|Poltergeist|p2a: Appletun |-activate|p2a: Appletun|move: Poltergeist|Leftovers |-damage|p2a: Appletun|0 fnt |faint|p2a: Appletun | |-heal|p1a: Brambleghast|159/240|[from] item: Leftovers |upkeep |inactive|Petros has 30 seconds left. | |t:|1714718080 |switch|p2a: Kommo-o|Kommo-o, L78, F|245/245 |-damage|p2a: Kommo-o|230/245|[from] Stealth Rock |turn|14 |inactive|Petros has 30 seconds left. | |t:|1714718092 |move|p1a: Brambleghast|Poltergeist|p2a: Kommo-o |-activate|p2a: Kommo-o|move: Poltergeist|Throat Spray |-damage|p2a: Kommo-o|110/245 |move|p2a: Kommo-o|Clangorous Soul|p2a: Kommo-o |-boost|p2a: Kommo-o|atk|1 |-boost|p2a: Kommo-o|def|1 |-boost|p2a: Kommo-o|spa|1 |-boost|p2a: Kommo-o|spd|1 |-boost|p2a: Kommo-o|spe|1 |-damage|p2a: Kommo-o|30/245 |-enditem|p2a: Kommo-o|Throat Spray |-boost|p2a: Kommo-o|spa|1|[from] item: Throat Spray | |-heal|p1a: Brambleghast|174/240|[from] item: Leftovers |upkeep |turn|15 |inactive|Petros has 30 seconds left. | |t:|1714718103 |move|p2a: Kommo-o|Clanging Scales|p1a: Brambleghast |-damage|p1a: Brambleghast|0 fnt |faint|p1a: Brambleghast |-unboost|p2a: Kommo-o|def|1 | |upkeep |inactive|Petros has 30 seconds left this turn. | |t:|1714718110 |switch|p1a: Forretress|Forretress, L84, F|200/263 |turn|16 |inactive|Petros has 30 seconds left. | |t:|1714718124 |move|p2a: Kommo-o|Clanging Scales|p1a: Forretress |-resisted|p1a: Forretress |-damage|p1a: Forretress|66/263 |-unboost|p2a: Kommo-o|def|1 |move|p1a: Forretress|Body Press|p2a: Kommo-o |-damage|p2a: Kommo-o|0 fnt |faint|p2a: Kommo-o | |-heal|p1a: Forretress|82/263|[from] item: Leftovers |upkeep |inactive|Petros has 30 seconds left. |inactive|Petros has 20 seconds left. | |t:|1714718141 |switch|p2a: Lapras|Lapras, L88, F|372/372 |turn|17 |inactive|Petros has 30 seconds left this turn. |inactive|Petros has 20 seconds left. | |t:|1714718161 |-terastallize|p2a: Lapras|Ground |move|p2a: Lapras|Dragon Dance|p2a: Lapras |-boost|p2a: Lapras|atk|1 |-boost|p2a: Lapras|spe|1 |move|p1a: Forretress|Body Press|p2a: Lapras |-damage|p2a: Lapras|300/372 | |-heal|p1a: Forretress|98/263|[from] item: Leftovers |upkeep |turn|18 |inactive|Petros has 30 seconds left this turn. |inactive|Petros has 20 seconds left. | |t:|1714718174 |move|p2a: Lapras|Dragon Dance|p2a: Lapras |-boost|p2a: Lapras|atk|1 |-boost|p2a: Lapras|spe|1 |move|p1a: Forretress|Iron Head|p2a: Lapras |-damage|p2a: Lapras|216/372 | |-heal|p1a: Forretress|114/263|[from] item: Leftovers |upkeep |turn|19 |inactive|Petros has 30 seconds left this turn. |c| Yahvew|Gg |inactive|Petros has 20 seconds left. |inactive|Petros has 15 seconds left. | |t:|1714718192 |move|p2a: Lapras|Dragon Dance|p2a: Lapras |-boost|p2a: Lapras|atk|1 |-boost|p2a: Lapras|spe|1 |move|p1a: Forretress|Iron Head|p2a: Lapras |-damage|p2a: Lapras|137/372 | |-heal|p1a: Forretress|130/263|[from] item: Leftovers |upkeep |turn|20 |inactive|Petros has 25 seconds left this turn. |inactive|Petros has 20 seconds left. |inactive|Petros has 15 seconds left. | |t:|1714718205 |move|p2a: Lapras|Dragon Dance|p2a: Lapras |-boost|p2a: Lapras|atk|1 |-boost|p2a: Lapras|spe|1 |move|p1a: Forretress|Iron Head|p2a: Lapras |-damage|p2a: Lapras|61/372 | |-heal|p1a: Forretress|146/263|[from] item: Leftovers |upkeep |turn|21 |inactive|Petros has 25 seconds left this turn. |inactive|Petros has 20 seconds left. | |t:|1714718212 |move|p2a: Lapras|Waterfall|p1a: Forretress |-damage|p1a: Forretress|0 fnt |faint|p1a: Forretress | |upkeep |inactive|Petros has 25 seconds left this turn. | |t:|1714718219 |switch|p1a: Politoed|Politoed, L88, M|302/302 |-weather|RainDance|[from] ability: Drizzle|[of] p1a: Politoed |turn|22 |inactive|Petros has 30 seconds left. | |t:|1714718228 |move|p2a: Lapras|Earthquake|p1a: Politoed |-damage|p1a: Politoed|0 fnt |faint|p1a: Politoed | |-weather|RainDance|[upkeep] |upkeep |-message|fashionstar510 forfeited. | |win|Petros |raw|fashionstar510's rating: 2218 &rarr; <strong>2200</strong><br />(-18 for losing) |raw|Petros's rating: 2250 &rarr; <strong>2268</strong><br />(+18 for winning) |l|☆fashionstar510 |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nearthquake: 7% - 9%\ngunkshot: 0 - 0\n\n\nHere is the impact of the opponent's forretress moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move curse\n1. /choose move earthquake\n2. /choose move gunkshot\n3. /choose switch mesprit\n4. /choose switch appletun\n5. /choose switch kommoo\n6. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose move curse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nearthquake: 15% - 17%\ngunkshot: 0 - 0\n\n\nHere is the impact of the opponent's forretress moves and the hp range that the move will do:\nironhead: 25% - 30%\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move curse\n1. /choose move earthquake\n2. /choose move gunkshot\n3. /choose switch mesprit\n4. /choose switch appletun\n5. /choose switch kommoo\n6. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nearthquake: 0 - 0\ngunkshot: 93% - 110%\n\n\nHere is the impact of the opponent's latios moves and the hp range that the move will do:\nlusterpurge: 258% - 306%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move curse\n1. /choose move earthquake\n2. /choose move gunkshot\n3. /choose switch mesprit\n4. /choose switch appletun\n5. /choose switch kommoo\n6. /choose switch lapras\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in mesprit.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\n\nHere is the impact of the player's appletun moves and the hp range that the move will do:\ndragonpulse: 27% - 32%\n\n\nHere is the impact of the opponent's brambleghast moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is appletun. They had the following choices:\n0. /choose move dragonpulse\n1. /choose switch mesprit\n2. /choose switch kommoo\n3. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose move dragonpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\n\nHere is the impact of the player's appletun moves and the hp range that the move will do:\ndragonpulse: 16% - 19%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is appletun. They had the following choices:\n0. /choose move dragonpulse\n1. /choose switch mesprit\n2. /choose switch kommoo\n3. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose switch mesprit\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\n\nHere is the impact of the player's mesprit moves and the hp range that the move will do:\nuturn: 23% - 28%\nthunderbolt: 30% - 35%\n\n\nHere is the impact of the opponent's gumshoos moves and the hp range that the move will do:\nuturn: 89% - 107%\n\n\nThe winner's active Pokemon is mesprit. They had the following choices:\n0. /choose move uturn\n1. /choose move thunderbolt\n2. /choose switch appletun\n3. /choose switch kommoo\n4. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\nturn 11\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 0 fnt\nfaint p1a: Gumshoos\nswitch p1a: Brambleghast Brambleghast, L88, F 189/240\nturn 12\nswitch p2a: Appletun Appletun, L92, M 156/352\n-damage p2a: Appletun 112/352 [from] Stealth Rock\nmove p1a: Brambleghast Substitute p1a: Brambleghast\n-start p1a: Brambleghast Substitute\n-damage p1a: Brambleghast 129/240\n-heal p1a: Brambleghast 144/240 [from] item: Leftovers\n-heal p2a: Appletun 134/352 [from] item: Leftovers\n\nHere is the impact of the player's appletun moves and the hp range that the move will do:\ndragonpulse: 36% - 43%\n\n\nHere is the impact of the opponent's brambleghast moves and the hp range that the move will do:\nsubstitute: 0 - 0\n\n\nThe winner's active Pokemon is appletun. They had the following choices:\n0. /choose move dragonpulse\n1. /choose switch mesprit\n2. /choose switch kommoo\n3. /choose switch lapras\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in kommoo.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\nturn 11\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 0 fnt\nfaint p1a: Gumshoos\nswitch p1a: Brambleghast Brambleghast, L88, F 189/240\nturn 12\nswitch p2a: Appletun Appletun, L92, M 156/352\n-damage p2a: Appletun 112/352 [from] Stealth Rock\nmove p1a: Brambleghast Substitute p1a: Brambleghast\n-start p1a: Brambleghast Substitute\n-damage p1a: Brambleghast 129/240\n-heal p1a: Brambleghast 144/240 [from] item: Leftovers\n-heal p2a: Appletun 134/352 [from] item: Leftovers\nturn 13\nmove p1a: Brambleghast Poltergeist p2a: Appletun\n-activate p2a: Appletun move: Poltergeist Leftovers\n-damage p2a: Appletun 0 fnt\nfaint p2a: Appletun\n-heal p1a: Brambleghast 159/240 [from] item: Leftovers\nswitch p2a: Kommo-o Kommo-o, L78, F 245/245\n-damage p2a: Kommo-o 230/245 [from] Stealth Rock\nturn 14\nmove p1a: Brambleghast Poltergeist p2a: Kommo-o\n-activate p2a: Kommo-o move: Poltergeist Throat Spray\n-damage p2a: Kommo-o 110/245\nmove p2a: Kommo-o Clangorous Soul p2a: Kommo-o\n-boost p2a: Kommo-o atk 1\n-boost p2a: Kommo-o def 1\n-boost p2a: Kommo-o spa 1\n-boost p2a: Kommo-o spd 1\n-boost p2a: Kommo-o spe 1\n-damage p2a: Kommo-o 30/245\n-enditem p2a: Kommo-o Throat Spray\n-boost p2a: Kommo-o spa 1 [from] item: Throat Spray\n-heal p1a: Brambleghast 174/240 [from] item: Leftovers\n\nHere is the impact of the player's kommoo moves and the hp range that the move will do:\nclangoroussoul: 0 - 0\nclangingscales: 57% - 67%\n\n\nHere is the impact of the opponent's brambleghast moves and the hp range that the move will do:\nsubstitute: 0 - 0\npoltergeist: 0 - 0\n\n\nThe winner's active Pokemon is kommoo. They had the following choices:\n0. /choose move clangoroussoul\n1. /choose move clangingscales\n2. /choose switch mesprit\n3. /choose switch lapras\n\n\nThe winner chose to do the following:\n/choose move clangingscales\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\nturn 11\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 0 fnt\nfaint p1a: Gumshoos\nswitch p1a: Brambleghast Brambleghast, L88, F 189/240\nturn 12\nswitch p2a: Appletun Appletun, L92, M 156/352\n-damage p2a: Appletun 112/352 [from] Stealth Rock\nmove p1a: Brambleghast Substitute p1a: Brambleghast\n-start p1a: Brambleghast Substitute\n-damage p1a: Brambleghast 129/240\n-heal p1a: Brambleghast 144/240 [from] item: Leftovers\n-heal p2a: Appletun 134/352 [from] item: Leftovers\nturn 13\nmove p1a: Brambleghast Poltergeist p2a: Appletun\n-activate p2a: Appletun move: Poltergeist Leftovers\n-damage p2a: Appletun 0 fnt\nfaint p2a: Appletun\n-heal p1a: Brambleghast 159/240 [from] item: Leftovers\nswitch p2a: Kommo-o Kommo-o, L78, F 245/245\n-damage p2a: Kommo-o 230/245 [from] Stealth Rock\nturn 14\nmove p1a: Brambleghast Poltergeist p2a: Kommo-o\n-activate p2a: Kommo-o move: Poltergeist Throat Spray\n-damage p2a: Kommo-o 110/245\nmove p2a: Kommo-o Clangorous Soul p2a: Kommo-o\n-boost p2a: Kommo-o atk 1\n-boost p2a: Kommo-o def 1\n-boost p2a: Kommo-o spa 1\n-boost p2a: Kommo-o spd 1\n-boost p2a: Kommo-o spe 1\n-damage p2a: Kommo-o 30/245\n-enditem p2a: Kommo-o Throat Spray\n-boost p2a: Kommo-o spa 1 [from] item: Throat Spray\n-heal p1a: Brambleghast 174/240 [from] item: Leftovers\nturn 15\nmove p2a: Kommo-o Clanging Scales p1a: Brambleghast\n-damage p1a: Brambleghast 0 fnt\nfaint p1a: Brambleghast\n-unboost p2a: Kommo-o def 1\nswitch p1a: Forretress Forretress, L84, F 200/263\nturn 16\nmove p2a: Kommo-o Clanging Scales p1a: Forretress\n-damage p1a: Forretress 66/263\n-unboost p2a: Kommo-o def 1\nmove p1a: Forretress Body Press p2a: Kommo-o\n-damage p2a: Kommo-o 0 fnt\nfaint p2a: Kommo-o\n-heal p1a: Forretress 82/263 [from] item: Leftovers\nswitch p2a: Lapras Lapras, L88, F 372/372\n\nHere is the impact of the player's lapras moves and the hp range that the move will do:\ndragondance: 0 - 0\nwaterfall: 25% - 31%\nearthquake: 21% - 25%\n\n\nHere is the impact of the opponent's forretress moves and the hp range that the move will do:\nironhead: 20% - 24%\nstealthrock: 0 - 0\nbodypress: 39% - 47%\n\n\nThe winner's active Pokemon is lapras. They had the following choices:\n0. /choose move dragondance\n1. /choose move waterfall\n2. /choose move earthquake\n3. /choose move dragondance terastallize\n4. /choose move waterfall terastallize\n5. /choose move earthquake terastallize\n6. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\nturn 11\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 0 fnt\nfaint p1a: Gumshoos\nswitch p1a: Brambleghast Brambleghast, L88, F 189/240\nturn 12\nswitch p2a: Appletun Appletun, L92, M 156/352\n-damage p2a: Appletun 112/352 [from] Stealth Rock\nmove p1a: Brambleghast Substitute p1a: Brambleghast\n-start p1a: Brambleghast Substitute\n-damage p1a: Brambleghast 129/240\n-heal p1a: Brambleghast 144/240 [from] item: Leftovers\n-heal p2a: Appletun 134/352 [from] item: Leftovers\nturn 13\nmove p1a: Brambleghast Poltergeist p2a: Appletun\n-activate p2a: Appletun move: Poltergeist Leftovers\n-damage p2a: Appletun 0 fnt\nfaint p2a: Appletun\n-heal p1a: Brambleghast 159/240 [from] item: Leftovers\nswitch p2a: Kommo-o Kommo-o, L78, F 245/245\n-damage p2a: Kommo-o 230/245 [from] Stealth Rock\nturn 14\nmove p1a: Brambleghast Poltergeist p2a: Kommo-o\n-activate p2a: Kommo-o move: Poltergeist Throat Spray\n-damage p2a: Kommo-o 110/245\nmove p2a: Kommo-o Clangorous Soul p2a: Kommo-o\n-boost p2a: Kommo-o atk 1\n-boost p2a: Kommo-o def 1\n-boost p2a: Kommo-o spa 1\n-boost p2a: Kommo-o spd 1\n-boost p2a: Kommo-o spe 1\n-damage p2a: Kommo-o 30/245\n-enditem p2a: Kommo-o Throat Spray\n-boost p2a: Kommo-o spa 1 [from] item: Throat Spray\n-heal p1a: Brambleghast 174/240 [from] item: Leftovers\nturn 15\nmove p2a: Kommo-o Clanging Scales p1a: Brambleghast\n-damage p1a: Brambleghast 0 fnt\nfaint p1a: Brambleghast\n-unboost p2a: Kommo-o def 1\nswitch p1a: Forretress Forretress, L84, F 200/263\nturn 16\nmove p2a: Kommo-o Clanging Scales p1a: Forretress\n-damage p1a: Forretress 66/263\n-unboost p2a: Kommo-o def 1\nmove p1a: Forretress Body Press p2a: Kommo-o\n-damage p2a: Kommo-o 0 fnt\nfaint p2a: Kommo-o\n-heal p1a: Forretress 82/263 [from] item: Leftovers\nswitch p2a: Lapras Lapras, L88, F 372/372\nturn 17\n-terastallize p2a: Lapras Ground\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Body Press p2a: Lapras\n-damage p2a: Lapras 300/372\n-heal p1a: Forretress 98/263 [from] item: Leftovers\nturn 18\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Iron Head p2a: Lapras\n-damage p2a: Lapras 216/372\n-heal p1a: Forretress 114/263 [from] item: Leftovers\n\nHere is the impact of the player's lapras moves and the hp range that the move will do:\ndragondance: 0 - 0\nwaterfall: 36% - 43%\nearthquake: 45% - 54%\n\n\nHere is the impact of the opponent's forretress moves and the hp range that the move will do:\nironhead: 35% - 41%\nstealthrock: 0 - 0\nbodypress: 34% - 40%\n\n\nThe winner's active Pokemon is lapras. They had the following choices:\n0. /choose move dragondance\n1. /choose move waterfall\n2. /choose move earthquake\n3. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Forretress Forretress, L84, F 263/263\nswitch p2a: Clodsire Clodsire, L81, M 343/343\nturn 1\nmove p1a: Forretress Iron Head p2a: Clodsire\n-damage p2a: Clodsire 231/343\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 252/343 [from] item: Leftovers\nturn 2\nmove p1a: Forretress Stealth Rock p2a: Clodsire\n-sidestart p2: Petros move: Stealth Rock\nmove p2a: Clodsire Earthquake p1a: Forretress\n-damage p1a: Forretress 184/263\n-heal p1a: Forretress 200/263 [from] item: Leftovers\n-heal p2a: Clodsire 273/343 [from] item: Leftovers\nturn 3\nswitch p1a: Latios Latios, L78, M 253/253\nmove p2a: Clodsire Earthquake p1a: Latios\n-immune p1a: Latios [from] ability: Levitate\n-heal p2a: Clodsire 294/343 [from] item: Leftovers\nturn 4\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 54/343\nmove p2a: Clodsire Gunk Shot p1a: Latios\n-damage p1a: Latios 70/253\n-heal p2a: Clodsire 75/343 [from] item: Leftovers\nturn 5\nmove p1a: Latios Luster Purge p2a: Clodsire\n-damage p2a: Clodsire 0 fnt\nfaint p2a: Clodsire\nswitch p2a: Mesprit Mesprit, L85 275/275\n-damage p2a: Mesprit 241/275 [from] Stealth Rock\nturn 6\nswitch p1a: Brambleghast Brambleghast, L88, F 240/240\nmove p2a: Mesprit U-turn p1a: Brambleghast\n-damage p1a: Brambleghast 174/240\nswitch p2a: Appletun Appletun, L92, M 352/352 [from] U-turn\n-damage p2a: Appletun 308/352 [from] Stealth Rock\n-heal p1a: Brambleghast 189/240 [from] item: Leftovers\n-heal p2a: Appletun 330/352 [from] item: Leftovers\nturn 7\nswitch p1a: Gumshoos Gumshoos, L95, M 321/321\nmove p2a: Appletun Dragon Pulse p1a: Gumshoos\n-damage p1a: Gumshoos 200/321\n-heal p2a: Appletun 352/352 [from] item: Leftovers\nturn 8\nmove p1a: Gumshoos U-turn p2a: Appletun\n-damage p2a: Appletun 134/352\nswitch p1a: Skarmory Skarmory, L80, F 235/235 [from] U-turn\nmove p2a: Appletun Dragon Pulse p1a: Skarmory\n-damage p1a: Skarmory 165/235\n-heal p1a: Skarmory 179/235 [from] item: Leftovers\n-heal p2a: Appletun 156/352 [from] item: Leftovers\nturn 9\nswitch p2a: Mesprit Mesprit, L85 241/275\n-damage p2a: Mesprit 207/275 [from] Stealth Rock\nmove p1a: Skarmory Brave Bird p2a: Mesprit\n-damage p2a: Mesprit 125/275\n-damage p1a: Skarmory 152/235 [from] Recoil\n-heal p1a: Skarmory 166/235 [from] item: Leftovers\nturn 10\nswitch p1a: Gumshoos Gumshoos, L95, M 200/321\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 86/321\n-status p1a: Gumshoos par\nturn 11\nmove p2a: Mesprit Thunderbolt p1a: Gumshoos\n-damage p1a: Gumshoos 0 fnt\nfaint p1a: Gumshoos\nswitch p1a: Brambleghast Brambleghast, L88, F 189/240\nturn 12\nswitch p2a: Appletun Appletun, L92, M 156/352\n-damage p2a: Appletun 112/352 [from] Stealth Rock\nmove p1a: Brambleghast Substitute p1a: Brambleghast\n-start p1a: Brambleghast Substitute\n-damage p1a: Brambleghast 129/240\n-heal p1a: Brambleghast 144/240 [from] item: Leftovers\n-heal p2a: Appletun 134/352 [from] item: Leftovers\nturn 13\nmove p1a: Brambleghast Poltergeist p2a: Appletun\n-activate p2a: Appletun move: Poltergeist Leftovers\n-damage p2a: Appletun 0 fnt\nfaint p2a: Appletun\n-heal p1a: Brambleghast 159/240 [from] item: Leftovers\nswitch p2a: Kommo-o Kommo-o, L78, F 245/245\n-damage p2a: Kommo-o 230/245 [from] Stealth Rock\nturn 14\nmove p1a: Brambleghast Poltergeist p2a: Kommo-o\n-activate p2a: Kommo-o move: Poltergeist Throat Spray\n-damage p2a: Kommo-o 110/245\nmove p2a: Kommo-o Clangorous Soul p2a: Kommo-o\n-boost p2a: Kommo-o atk 1\n-boost p2a: Kommo-o def 1\n-boost p2a: Kommo-o spa 1\n-boost p2a: Kommo-o spd 1\n-boost p2a: Kommo-o spe 1\n-damage p2a: Kommo-o 30/245\n-enditem p2a: Kommo-o Throat Spray\n-boost p2a: Kommo-o spa 1 [from] item: Throat Spray\n-heal p1a: Brambleghast 174/240 [from] item: Leftovers\nturn 15\nmove p2a: Kommo-o Clanging Scales p1a: Brambleghast\n-damage p1a: Brambleghast 0 fnt\nfaint p1a: Brambleghast\n-unboost p2a: Kommo-o def 1\nswitch p1a: Forretress Forretress, L84, F 200/263\nturn 16\nmove p2a: Kommo-o Clanging Scales p1a: Forretress\n-damage p1a: Forretress 66/263\n-unboost p2a: Kommo-o def 1\nmove p1a: Forretress Body Press p2a: Kommo-o\n-damage p2a: Kommo-o 0 fnt\nfaint p2a: Kommo-o\n-heal p1a: Forretress 82/263 [from] item: Leftovers\nswitch p2a: Lapras Lapras, L88, F 372/372\nturn 17\n-terastallize p2a: Lapras Ground\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Body Press p2a: Lapras\n-damage p2a: Lapras 300/372\n-heal p1a: Forretress 98/263 [from] item: Leftovers\nturn 18\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Iron Head p2a: Lapras\n-damage p2a: Lapras 216/372\n-heal p1a: Forretress 114/263 [from] item: Leftovers\nturn 19\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Iron Head p2a: Lapras\n-damage p2a: Lapras 137/372\n-heal p1a: Forretress 130/263 [from] item: Leftovers\nturn 20\nmove p2a: Lapras Dragon Dance p2a: Lapras\n-boost p2a: Lapras atk 1\n-boost p2a: Lapras spe 1\nmove p1a: Forretress Iron Head p2a: Lapras\n-damage p2a: Lapras 61/372\n-heal p1a: Forretress 146/263 [from] item: Leftovers\n\nHere is the impact of the player's lapras moves and the hp range that the move will do:\ndragondance: 0 - 0\nwaterfall: 42% - 50%\nearthquake: 54% - 63%\n\n\nHere is the impact of the opponent's forretress moves and the hp range that the move will do:\nironhead: 124% - 147%\nstealthrock: 0 - 0\nbodypress: 121% - 144%\n\n\nThe winner's active Pokemon is lapras. They had the following choices:\n0. /choose move dragondance\n1. /choose move waterfall\n2. /choose move earthquake\n3. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move waterfall\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,331
gen9randombattle-2099614926
2,200
|uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |badge|p2|bronze|gen9randombattle|100-1 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆ban drought lol |j|‽Norman2! |t:|1712681353 |gametype|singles |player|p1|ban drought lol|1|2215 |player|p2|Norman2!|265|2296 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1712681353 |start |switch|p1a: Skeledirge|Skeledirge, L79, F|294/294 |switch|p2a: Arceus|Arceus-Ice, L72|291/291 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by ban drought lol) |inactive|Norman2! has 120 seconds left. | |t:|1712681387 |switch|p2a: Whiscash|Whiscash, L88, M|337/337 |move|p1a: Skeledirge|Torch Song|p2a: Whiscash |-resisted|p2a: Whiscash |-damage|p2a: Whiscash|293/337 |-boost|p1a: Skeledirge|spa|1 | |-heal|p2a: Whiscash|314/337|[from] item: Leftovers |upkeep |turn|2 | |t:|1712681397 |switch|p1a: Sinistcha|Sinistcha, L83|254/254 |move|p2a: Whiscash|Stealth Rock|p1a: Sinistcha |-sidestart|p1: ban drought lol|move: Stealth Rock | |-heal|p2a: Whiscash|335/337|[from] item: Leftovers |upkeep |turn|3 | |t:|1712681403 |switch|p2a: Noctowl|Noctowl, L95, F|344/344 |move|p1a: Sinistcha|Calm Mind|p1a: Sinistcha |-boost|p1a: Sinistcha|spa|1 |-boost|p1a: Sinistcha|spd|1 | |upkeep |turn|4 | |t:|1712681410 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|252/252 |move|p2a: Noctowl|Hurricane|p1a: Kilowattrel|[miss] |-miss|p2a: Noctowl|p1a: Kilowattrel | |upkeep |turn|5 | |t:|1712681418 |switch|p2a: Arceus|Arceus-Ice, L72|291/291 |move|p1a: Kilowattrel|U-turn|p2a: Arceus |-damage|p2a: Arceus|257/291 | |t:|1712681423 |switch|p1a: Blissey|Blissey, L84, F|566/566|[from] U-turn |-damage|p1a: Blissey|496/566|[from] Stealth Rock | |-heal|p1a: Blissey|531/566|[from] item: Leftovers |upkeep |turn|6 | |t:|1712681431 |switch|p2a: Gumshoos|Gumshoos, L95, M|321/321 |move|p1a: Blissey|Stealth Rock|p2a: Gumshoos |-sidestart|p2: Norman2!|move: Stealth Rock | |-heal|p1a: Blissey|566/566|[from] item: Leftovers |upkeep |turn|7 | |t:|1712681447 |move|p1a: Blissey|Soft-Boiled||[still] |-fail|p1a: Blissey|heal |move|p2a: Gumshoos|Knock Off|p1a: Blissey |-damage|p1a: Blissey|142/566 |-enditem|p1a: Blissey|Leftovers|[from] move: Knock Off|[of] p2a: Gumshoos | |upkeep |turn|8 | |t:|1712681450 |move|p1a: Blissey|Soft-Boiled|p1a: Blissey |-heal|p1a: Blissey|425/566 |move|p2a: Gumshoos|Knock Off|p1a: Blissey |-damage|p1a: Blissey|121/566 | |upkeep |turn|9 | |t:|1712681457 |move|p1a: Blissey|Thunder Wave|p2a: Gumshoos |-status|p2a: Gumshoos|par |cant|p2a: Gumshoos|par | |upkeep |turn|10 | |t:|1712681460 |move|p1a: Blissey|Soft-Boiled|p1a: Blissey |-heal|p1a: Blissey|404/566 |move|p2a: Gumshoos|Knock Off|p1a: Blissey |-damage|p1a: Blissey|110/566 | |upkeep |turn|11 | |t:|1712681466 |move|p1a: Blissey|Seismic Toss|p2a: Gumshoos |-damage|p2a: Gumshoos|237/321 par |move|p2a: Gumshoos|Knock Off|p1a: Blissey |-damage|p1a: Blissey|0 fnt |faint|p1a: Blissey | |upkeep | |t:|1712681472 |switch|p1a: Pawmot|Pawmot, L80, F|243/243 |-damage|p1a: Pawmot|228/243|[from] Stealth Rock |turn|12 | |t:|1712681481 |switch|p2a: Landorus|Landorus-Therian, L76, M|260/260 |-damage|p2a: Landorus|228/260|[from] Stealth Rock |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Pawmot|atk|1 |move|p1a: Pawmot|Close Combat|p2a: Landorus |-resisted|p2a: Landorus |-damage|p2a: Landorus|170/260 |-unboost|p1a: Pawmot|def|1 |-unboost|p1a: Pawmot|spd|1 |-damage|p1a: Pawmot|204/243|[from] item: Life Orb | |-heal|p2a: Landorus|186/260|[from] item: Leftovers |upkeep |turn|13 | |t:|1712681492 |switch|p1a: Sinistcha|Sinistcha, L83|254/254 |-damage|p1a: Sinistcha|223/254|[from] Stealth Rock |switch|p2a: Mienshao|Mienshao, L83, F|243/243 |-damage|p2a: Mienshao|228/243|[from] Stealth Rock | |-heal|p1a: Sinistcha|238/254|[from] item: Leftovers |upkeep |turn|14 | |t:|1712681501 |move|p2a: Mienshao|Knock Off|p1a: Sinistcha |-supereffective|p1a: Sinistcha |-damage|p1a: Sinistcha|20/254 |-enditem|p1a: Sinistcha|Leftovers|[from] move: Knock Off|[of] p2a: Mienshao |move|p1a: Sinistcha|Matcha Gotcha|p2a: Mienshao |-damage|p2a: Mienshao|104/243 |-heal|p1a: Sinistcha|82/254|[from] drain|[of] p2a: Mienshao | |upkeep |turn|15 | |t:|1712681511 |move|p2a: Mienshao|Knock Off|p1a: Sinistcha |-supereffective|p1a: Sinistcha |-damage|p1a: Sinistcha|0 fnt |faint|p1a: Sinistcha | |upkeep | |t:|1712681528 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|252/252 |turn|16 | |t:|1712681536 |switch|p2a: Arceus|Arceus-Ice, L72|257/291 |-damage|p2a: Arceus|185/291|[from] Stealth Rock |move|p1a: Kilowattrel|Hurricane|p2a: Arceus|[miss] |-miss|p1a: Kilowattrel|p2a: Arceus | |upkeep |turn|17 | |t:|1712681545 |move|p1a: Kilowattrel|U-turn|p2a: Arceus |-damage|p2a: Arceus|152/291 | |t:|1712681547 |switch|p1a: Skeledirge|Skeledirge, L79, F|294/294|[from] U-turn |move|p2a: Arceus|Judgment|p1a: Skeledirge |-resisted|p1a: Skeledirge |-damage|p1a: Skeledirge|232/294 | |upkeep |turn|18 | |t:|1712681562 |switch|p2a: Noctowl|Noctowl, L95, F|344/344 |move|p1a: Skeledirge|Torch Song|p2a: Noctowl |-damage|p2a: Noctowl|271/344 |-boost|p1a: Skeledirge|spa|1 | |upkeep |turn|19 | |t:|1712681570 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|252/252 |move|p2a: Noctowl|Defog|p1a: Kilowattrel |-unboost|p1a: Kilowattrel|evasion|1 |-sideend|p1: ban drought lol|Stealth Rock|[from] move: Defog|[of] p2a: Noctowl |-sideend|p2: Norman2!|Stealth Rock|[from] move: Defog|[of] p2a: Noctowl | |upkeep |turn|20 | |t:|1712681586 |switch|p2a: Gumshoos|Gumshoos, L95, M|237/321 par |move|p1a: Kilowattrel|Thunderbolt|p2a: Gumshoos |-damage|p2a: Gumshoos|116/321 par | |upkeep |turn|21 | |t:|1712681595 |move|p1a: Kilowattrel|Hurricane|p2a: Gumshoos |-damage|p2a: Gumshoos|0 fnt |faint|p2a: Gumshoos | |upkeep | |t:|1712681608 |switch|p2a: Arceus|Arceus-Ice, L72|152/291 |turn|22 | |t:|1712681612 |move|p1a: Kilowattrel|U-turn|p2a: Arceus |-crit|p2a: Arceus |-damage|p2a: Arceus|99/291 | |t:|1712681614 |switch|p1a: Skeledirge|Skeledirge, L79, F|232/294|[from] U-turn |move|p2a: Arceus|Recover|p2a: Arceus |-heal|p2a: Arceus|245/291 | |upkeep |turn|23 | |t:|1712681623 |switch|p2a: Noctowl|Noctowl, L95, F|271/344 |switch|p1a: Azumarill|Azumarill, L82, M|298/298 | |upkeep |turn|24 | |t:|1712681634 |-terastallize|p1a: Azumarill|Water |move|p2a: Noctowl|Hyper Voice|p1a: Azumarill |-damage|p1a: Azumarill|186/298 |move|p1a: Azumarill|Liquidation|p2a: Noctowl |-damage|p2a: Noctowl|11/344 | |upkeep |turn|25 | |t:|1712681648 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|252/252 |move|p2a: Noctowl|Hurricane|p1a: Kilowattrel |-resisted|p1a: Kilowattrel |-damage|p1a: Kilowattrel|72/252 | |upkeep |turn|26 | |t:|1712681662 |switch|p2a: Whiscash|Whiscash, L88, M|335/337 |move|p1a: Kilowattrel|U-turn|p2a: Whiscash |-damage|p2a: Whiscash|296/337 | |t:|1712681669 |switch|p1a: Azumarill|Azumarill, L82, M, tera:Water|186/298|[from] U-turn | |-heal|p2a: Whiscash|317/337|[from] item: Leftovers |upkeep |turn|27 | |t:|1712681673 |switch|p2a: Noctowl|Noctowl, L95, F|11/344 |move|p1a: Azumarill|Liquidation|p2a: Noctowl |-damage|p2a: Noctowl|0 fnt |faint|p2a: Noctowl | |upkeep |inactive|Norman2! has 120 seconds left. | |t:|1712681713 |switch|p2a: Landorus|Landorus-Therian, L76, M|186/260 |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Azumarill|atk|1 |turn|28 | |t:|1712681725 |move|p2a: Landorus|U-turn|p1a: Azumarill |-damage|p1a: Azumarill|129/298 | |t:|1712681730 |switch|p2a: Arceus|Arceus-Ice, L72|245/291|[from] U-turn |move|p1a: Azumarill|Liquidation|p2a: Arceus |-damage|p2a: Arceus|125/291 | |upkeep |turn|29 |inactive|Norman2! has 120 seconds left. | |t:|1712681750 |switch|p1a: Skeledirge|Skeledirge, L79, F|232/294 |move|p2a: Arceus|Recover|p2a: Arceus |-heal|p2a: Arceus|271/291 | |upkeep |turn|30 |inactive|Norman2! has 120 seconds left. | |t:|1712681778 |switch|p2a: Landorus|Landorus-Therian, L76, M|186/260 |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Skeledirge|atk|1 |move|p1a: Skeledirge|Torch Song|p2a: Landorus |-damage|p2a: Landorus|81/260 |-boost|p1a: Skeledirge|spa|1 | |-heal|p2a: Landorus|97/260|[from] item: Leftovers |upkeep |turn|31 | |t:|1712681788 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|72/252 |move|p2a: Landorus|Earthquake|p1a: Kilowattrel |-immune|p1a: Kilowattrel | |-heal|p2a: Landorus|113/260|[from] item: Leftovers |upkeep |turn|32 | |t:|1712681795 |switch|p2a: Arceus|Arceus-Ice, L72|271/291 |move|p1a: Kilowattrel|Roost|p1a: Kilowattrel |-heal|p1a: Kilowattrel|198/252 |-singleturn|p1a: Kilowattrel|move: Roost | |upkeep |turn|33 |inactive|Norman2! has 120 seconds left. | |t:|1712681806 |move|p1a: Kilowattrel|U-turn|p2a: Arceus |-damage|p2a: Arceus|236/291 | |t:|1712681808 |switch|p1a: Skeledirge|Skeledirge, L79, F|232/294|[from] U-turn |move|p2a: Arceus|Thunderbolt|p1a: Skeledirge |-damage|p1a: Skeledirge|163/294 | |upkeep |turn|34 | |t:|1712681812 |switch|p2a: Landorus|Landorus-Therian, L76, M|113/260 |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Skeledirge|atk|1 |move|p1a: Skeledirge|Slack Off|p1a: Skeledirge |-heal|p1a: Skeledirge|294/294 | |-heal|p2a: Landorus|129/260|[from] item: Leftovers |upkeep |turn|35 | |t:|1712681827 |switch|p1a: Azumarill|Azumarill, L82, M, tera:Water|129/298 |move|p2a: Landorus|Earthquake|p1a: Azumarill |-damage|p1a: Azumarill|0 fnt |faint|p1a: Azumarill | |-heal|p2a: Landorus|145/260|[from] item: Leftovers |upkeep | |t:|1712681832 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|198/252 |turn|36 | |t:|1712681841 |switch|p2a: Arceus|Arceus-Ice, L72|236/291 |move|p1a: Kilowattrel|Hurricane|p2a: Arceus |-damage|p2a: Arceus|122/291 | |upkeep |turn|37 | |t:|1712681848 |move|p1a: Kilowattrel|U-turn|p2a: Arceus |-damage|p2a: Arceus|89/291 | |t:|1712681850 |switch|p1a: Skeledirge|Skeledirge, L79, F|294/294|[from] U-turn |move|p2a: Arceus|Judgment|p1a: Skeledirge |-resisted|p1a: Skeledirge |-damage|p1a: Skeledirge|232/294 | |upkeep |turn|38 | |t:|1712681854 |switch|p2a: Landorus|Landorus-Therian, L76, M|145/260 |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Skeledirge|atk|1 |move|p1a: Skeledirge|Torch Song|p2a: Landorus |-damage|p2a: Landorus|48/260 |-boost|p1a: Skeledirge|spa|1 | |-heal|p2a: Landorus|64/260|[from] item: Leftovers |upkeep |turn|39 | |t:|1712681857 |switch|p1a: Kilowattrel|Kilowattrel, L83, F|198/252 |move|p2a: Landorus|Stone Edge|p1a: Kilowattrel|[miss] |-miss|p2a: Landorus|p1a: Kilowattrel | |-heal|p2a: Landorus|80/260|[from] item: Leftovers |upkeep |turn|40 | |t:|1712681874 |switch|p2a: Arceus|Arceus-Ice, L72|89/291 |move|p1a: Kilowattrel|Hurricane|p2a: Arceus |-damage|p2a: Arceus|0 fnt |faint|p2a: Arceus | |upkeep | |t:|1712681877 |switch|p2a: Whiscash|Whiscash, L88, M|317/337 |turn|41 | |t:|1712681881 |move|p1a: Kilowattrel|Hurricane|p2a: Whiscash|[miss] |-miss|p1a: Kilowattrel|p2a: Whiscash |move|p2a: Whiscash|Ice Beam|p1a: Kilowattrel |-supereffective|p1a: Kilowattrel |-damage|p1a: Kilowattrel|44/252 | |-heal|p2a: Whiscash|337/337|[from] item: Leftovers |upkeep |turn|42 | |t:|1712681885 |move|p1a: Kilowattrel|Hurricane|p2a: Whiscash |-damage|p2a: Whiscash|189/337 |move|p2a: Whiscash|Earthquake|p1a: Kilowattrel |-immune|p1a: Kilowattrel | |-heal|p2a: Whiscash|210/337|[from] item: Leftovers |upkeep |turn|43 | |t:|1712681893 |move|p1a: Kilowattrel|Hurricane|p2a: Whiscash |-damage|p2a: Whiscash|63/337 |move|p2a: Whiscash|Ice Beam|p1a: Kilowattrel |-supereffective|p1a: Kilowattrel |-damage|p1a: Kilowattrel|0 fnt |faint|p1a: Kilowattrel | |-heal|p2a: Whiscash|84/337|[from] item: Leftovers |upkeep | |t:|1712681897 |switch|p1a: Pawmot|Pawmot, L80, F|204/243 |turn|44 | |t:|1712681912 |-terastallize|p2a: Whiscash|Poison |move|p1a: Pawmot|Knock Off|p2a: Whiscash |-damage|p2a: Whiscash|0 fnt |-enditem|p2a: Whiscash|Leftovers|[from] move: Knock Off|[of] p1a: Pawmot |faint|p2a: Whiscash |-damage|p1a: Pawmot|180/243|[from] item: Life Orb | |upkeep | |t:|1712681917 |switch|p2a: Mienshao|Mienshao, L83, F|104/243 |turn|45 | |t:|1712681946 |switch|p1a: Skeledirge|Skeledirge, L79, F|232/294 |move|p2a: Mienshao|High Jump Kick|p1a: Skeledirge |-immune|p1a: Skeledirge |-damage|p2a: Mienshao|0 fnt|[from] highjumpkick |faint|p2a: Mienshao | |upkeep | |t:|1712681948 |switch|p2a: Landorus|Landorus-Therian, L76, M|80/260 |-ability|p2a: Landorus|Intimidate|boost |-unboost|p1a: Skeledirge|atk|1 |turn|46 | |t:|1712681954 |move|p2a: Landorus|Earthquake|p1a: Skeledirge |-supereffective|p1a: Skeledirge |-damage|p1a: Skeledirge|0 fnt |faint|p1a: Skeledirge | |-heal|p2a: Landorus|96/260|[from] item: Leftovers |upkeep | |t:|1712681956 |switch|p1a: Pawmot|Pawmot, L80, F|180/243 |turn|47 | |t:|1712681975 |move|p1a: Pawmot|Knock Off|p2a: Landorus |-damage|p2a: Landorus|1/260 |-enditem|p2a: Landorus|Leftovers|[from] move: Knock Off|[of] p1a: Pawmot |-damage|p1a: Pawmot|156/243|[from] item: Life Orb |move|p2a: Landorus|Earthquake|p1a: Pawmot |-supereffective|p1a: Pawmot |-damage|p1a: Pawmot|0 fnt |faint|p1a: Pawmot | |win|Norman2! |raw|ban drought lol's rating: 2215 &rarr; <strong>2200</strong><br />(-15 for losing) |raw|Norman2!'s rating: 2296 &rarr; <strong>2311</strong><br />(+15 for winning)
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skeledirge Skeledirge, L79, F 294/294\nswitch p2a: Arceus Arceus-Ice, L72 291/291\n\nHere is the impact of the player's arceusice moves and the hp range that the move will do:\njudgment: 0 - 0\nrecover: 0 - 0\nthunderbolt: 7% - 9%\n\n\nHere is the impact of the opponent's skeledirge moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is arceusice. They had the following choices:\n0. /choose move judgment\n1. /choose move recover\n2. /choose move thunderbolt\n3. /choose switch whiscash\n4. /choose switch noctowl\n5. /choose switch gumshoos\n6. /choose switch landorustherian\n7. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose switch whiscash\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skeledirge Skeledirge, L79, F 294/294\nswitch p2a: Arceus Arceus-Ice, L72 291/291\nturn 1\nswitch p2a: Whiscash Whiscash, L88, M 337/337\nmove p1a: Skeledirge Torch Song p2a: Whiscash\n-damage p2a: Whiscash 293/337\n-boost p1a: Skeledirge spa 1\n-heal p2a: Whiscash 314/337 [from] item: Leftovers\nturn 2\nswitch p1a: Sinistcha Sinistcha, L83 254/254\nmove p2a: Whiscash Stealth Rock p1a: Sinistcha\n-sidestart p1: ban drought lol move: Stealth Rock\n-heal p2a: Whiscash 335/337 [from] item: Leftovers\n\nHere is the impact of the player's whiscash moves and the hp range that the move will do:\nstealthrock: 0 - 0\nicebeam: 19% - 23%\nearthquake: 6% - 7%\n\n\nHere is the impact of the opponent's sinistcha moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is whiscash. They had the following choices:\n0. /choose move stealthrock\n1. /choose move icebeam\n2. /choose move earthquake\n3. /choose move stealthrock terastallize\n4. /choose move icebeam terastallize\n5. /choose move earthquake terastallize\n6. /choose switch arceusice\n7. /choose switch noctowl\n8. /choose switch gumshoos\n9. /choose switch landorustherian\n10. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose switch noctowl\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skeledirge Skeledirge, L79, F 294/294\nswitch p2a: Arceus Arceus-Ice, L72 291/291\nturn 1\nswitch p2a: Whiscash Whiscash, L88, M 337/337\nmove p1a: Skeledirge Torch Song p2a: Whiscash\n-damage p2a: Whiscash 293/337\n-boost p1a: Skeledirge spa 1\n-heal p2a: Whiscash 314/337 [from] item: Leftovers\nturn 2\nswitch p1a: Sinistcha Sinistcha, L83 254/254\nmove p2a: Whiscash Stealth Rock p1a: Sinistcha\n-sidestart p1: ban drought lol move: Stealth Rock\n-heal p2a: Whiscash 335/337 [from] item: Leftovers\nturn 3\nswitch p2a: Noctowl Noctowl, L95, F 344/344\nmove p1a: Sinistcha Calm Mind p1a: Sinistcha\n-boost p1a: Sinistcha spa 1\n-boost p1a: Sinistcha spd 1\nturn 4\nswitch p1a: Kilowattrel Kilowattrel, L83, F 252/252\nmove p2a: Noctowl Hurricane p1a: Kilowattrel [miss]\n\nHere is the impact of the player's noctowl moves and the hp range that the move will do:\nhurricane: 14% - 17%\ndefog: 0 - 0\nhypervoice: 23% - 28%\n\n\nHere is the impact of the opponent's kilowattrel moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is noctowl. They had the following choices:\n0. /choose move hurricane\n1. /choose move defog\n2. /choose move hypervoice\n3. /choose switch arceusice\n4. /choose switch whiscash\n5. /choose switch gumshoos\n6. /choose switch landorustherian\n7. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose switch arceusice\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Skeledirge Skeledirge, L79, F 294/294\nswitch p2a: Arceus Arceus-Ice, L72 291/291\nturn 1\nswitch p2a: Whiscash Whiscash, L88, M 337/337\nmove p1a: Skeledirge Torch Song p2a: Whiscash\n-damage p2a: Whiscash 293/337\n-boost p1a: Skeledirge spa 1\n-heal p2a: Whiscash 314/337 [from] item: Leftovers\nturn 2\nswitch p1a: Sinistcha Sinistcha, L83 254/254\nmove p2a: Whiscash Stealth Rock p1a: Sinistcha\n-sidestart p1: ban drought lol move: Stealth Rock\n-heal p2a: Whiscash 335/337 [from] item: Leftovers\nturn 3\nswitch p2a: Noctowl Noctowl, L95, F 344/344\nmove p1a: Sinistcha Calm Mind p1a: Sinistcha\n-boost p1a: Sinistcha spa 1\n-boost p1a: Sinistcha spd 1\nturn 4\nswitch p1a: Kilowattrel Kilowattrel, L83, F 252/252\nmove p2a: Noctowl Hurricane p1a: Kilowattrel [miss]\nturn 5\nswitch p2a: Arceus Arceus-Ice, L72 291/291\nmove p1a: Kilowattrel U-turn p2a: Arceus\n-damage p2a: Arceus 257/291\nswitch p1a: Blissey Blissey, L84, F 566/566 [from] U-turn\n-damage p1a: Blissey 496/566 [from] Stealth Rock\n-heal p1a: Blissey 531/566 [from] item: Leftovers\nturn 6\nswitch p2a: Gumshoos Gumshoos, L95, M 321/321\nmove p1a: Blissey Stealth Rock p2a: Gumshoos\n-sidestart p2: Norman2! move: Stealth Rock\n-heal p1a: Blissey 566/566 [from] item: Leftovers\n\nHere is the impact of the player's gumshoos moves and the hp range that the move will do:\nknockoff: 11% - 12%\n\n\nHere is the impact of the opponent's blissey moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is gumshoos. They had the following choices:\n0. /choose move knockoff\n1. /choose switch arceusice\n2. /choose switch whiscash\n3. /choose switch noctowl\n4. /choose switch landorustherian\n5. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,332
gen9randombattle-2096548619
2,200
|uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆Dc inversion |j|☆PokemonCestDur |t:|1712315008 |gametype|singles |player|p1|Dc inversion|265|2205 |player|p2|PokemonCestDur|#ruplixsleekslushrushers|2221 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1712315008 |start |switch|p1a: Lilligant|Lilligant, L86, F|261/261 |switch|p2a: Conkeldurr|Conkeldurr, L80, M|299/299 |turn|1 | |t:|1712315027 |move|p1a: Lilligant|Sleep Powder|p2a: Conkeldurr |-status|p2a: Conkeldurr|slp|[from] move: Sleep Powder |cant|p2a: Conkeldurr|slp | |upkeep |turn|2 | |t:|1712315036 |switch|p1a: Indeedee|Indeedee-F, L90, F|272/272 |-fieldstart|move: Psychic Terrain|[from] ability: Psychic Surge|[of] p1a: Indeedee |switch|p2a: Venusaur|Venusaur, L84, F|272/272 | |upkeep |turn|3 | |t:|1712315044 |switch|p2a: Dewgong|Dewgong, L93, M|318/318 |move|p1a: Indeedee|Psyshock|p2a: Dewgong |-damage|p2a: Dewgong|161/318 |-damage|p1a: Indeedee|245/272|[from] item: Life Orb | |upkeep |turn|4 | |t:|1712315059 |move|p1a: Indeedee|Psyshock|p2a: Dewgong |-damage|p2a: Dewgong|0 fnt |faint|p2a: Dewgong |-damage|p1a: Indeedee|218/272|[from] item: Life Orb | |upkeep | |t:|1712315062 |switch|p2a: Groudon|Groudon, L72|263/263 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Groudon |turn|5 | |t:|1712315079 |switch|p1a: Mewtwo|Mewtwo, L72|272/272 |-ability|p1a: Mewtwo|Unnerve |move|p2a: Groudon|Precipice Blades|p1a: Mewtwo|[miss] |-miss|p2a: Groudon|p1a: Mewtwo | |-weather|SunnyDay|[upkeep] |upkeep |turn|6 | |t:|1712315087 |move|p1a: Mewtwo|Fire Blast|p2a: Groudon |-damage|p2a: Groudon|34/263 |move|p2a: Groudon|Precipice Blades|p1a: Mewtwo |-damage|p1a: Mewtwo|131/272 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|50/263|[from] item: Leftovers |-fieldend|move: Psychic Terrain |upkeep |turn|7 | |t:|1712315095 |move|p1a: Mewtwo|Fire Blast|p2a: Groudon |-damage|p2a: Groudon|0 fnt |faint|p2a: Groudon | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1712315098 |switch|p2a: Phione|Phione, L90|290/290 |turn|8 | |t:|1712315107 |switch|p1a: Chansey|Chansey, L85, F|564/564 |move|p2a: Phione|Take Heart|p2a: Phione |-boost|p2a: Phione|spa|1 |-boost|p2a: Phione|spd|1 | |-weather|SunnyDay|[upkeep] |upkeep |turn|9 | |t:|1712315111 |move|p2a: Phione|Take Heart|p2a: Phione |-boost|p2a: Phione|spa|1 |-boost|p2a: Phione|spd|1 |move|p1a: Chansey|Seismic Toss|p2a: Phione |-damage|p2a: Phione|205/290 | |-weather|none |-heal|p2a: Phione|223/290|[from] item: Leftovers |upkeep |turn|10 | |t:|1712315124 |switch|p2a: Clodsire|Clodsire, L81, F|343/343 |move|p1a: Chansey|Seismic Toss|p2a: Clodsire |-damage|p2a: Clodsire|258/343 | |-heal|p2a: Clodsire|279/343|[from] item: Leftovers |upkeep |turn|11 | |t:|1712315132 |switch|p1a: Indeedee|Indeedee-F, L90, F|218/272 |-fieldstart|move: Psychic Terrain|[from] ability: Psychic Surge|[of] p1a: Indeedee |move|p2a: Clodsire|Curse|p2a: Clodsire |-unboost|p2a: Clodsire|spe|1 |-boost|p2a: Clodsire|atk|1 |-boost|p2a: Clodsire|def|1 | |-heal|p2a: Clodsire|300/343|[from] item: Leftovers |upkeep |turn|12 | |t:|1712315142 |-terastallize|p2a: Clodsire|Flying |move|p1a: Indeedee|Psyshock|p2a: Clodsire |-damage|p2a: Clodsire|152/343 |-damage|p1a: Indeedee|191/272|[from] item: Life Orb |move|p2a: Clodsire|Curse|p2a: Clodsire |-unboost|p2a: Clodsire|spe|1 |-boost|p2a: Clodsire|atk|1 |-boost|p2a: Clodsire|def|1 | |-heal|p2a: Clodsire|173/343|[from] item: Leftovers |upkeep |turn|13 |j| hong hoornstaart | |t:|1712315167 |move|p1a: Indeedee|Hyper Voice|p2a: Clodsire |-damage|p2a: Clodsire|44/343 |-damage|p1a: Indeedee|164/272|[from] item: Life Orb |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|216/343 | |-heal|p2a: Clodsire|237/343|[from] item: Leftovers |upkeep |turn|14 | |t:|1712315170 |move|p1a: Indeedee|Hyper Voice|p2a: Clodsire |-damage|p2a: Clodsire|95/343 |-damage|p1a: Indeedee|137/272|[from] item: Life Orb |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|267/343 | |-heal|p2a: Clodsire|288/343|[from] item: Leftovers |upkeep |turn|15 | |t:|1712315173 |move|p1a: Indeedee|Hyper Voice|p2a: Clodsire |-damage|p2a: Clodsire|159/343 |-damage|p1a: Indeedee|110/272|[from] item: Life Orb |move|p2a: Clodsire|Recover|p2a: Clodsire |-heal|p2a: Clodsire|331/343 | |-heal|p2a: Clodsire|343/343|[from] item: Leftovers |-fieldend|move: Psychic Terrain |upkeep |turn|16 | |t:|1712315183 |move|p1a: Indeedee|Hyper Voice|p2a: Clodsire |-damage|p2a: Clodsire|203/343 |-damage|p1a: Indeedee|83/272|[from] item: Life Orb |move|p2a: Clodsire|Earthquake|p1a: Indeedee |-damage|p1a: Indeedee|0 fnt |faint|p1a: Indeedee | |-heal|p2a: Clodsire|224/343|[from] item: Leftovers |upkeep | |t:|1712315189 |switch|p1a: Torkoal|Torkoal, L88, M|266/266 |-weather|SunnyDay|[from] ability: Drought|[of] p1a: Torkoal |turn|17 | |t:|1712315194 |move|p1a: Torkoal|Lava Plume|p2a: Clodsire |-damage|p2a: Clodsire|98/343 |move|p2a: Clodsire|Earthquake|p1a: Torkoal |-supereffective|p1a: Torkoal |-crit|p1a: Torkoal |-damage|p1a: Torkoal|0 fnt |faint|p1a: Torkoal | |-weather|SunnyDay|[upkeep] |-heal|p2a: Clodsire|119/343|[from] item: Leftovers |upkeep | |t:|1712315207 |switch|p1a: Mewtwo|Mewtwo, L72|131/272 |-ability|p1a: Mewtwo|Unnerve |turn|18 | |t:|1712315226 |switch|p2a: Phione|Phione, L90|223/290 |move|p1a: Mewtwo|Fire Blast|p2a: Phione |-resisted|p2a: Phione |-damage|p2a: Phione|129/290 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Phione|147/290|[from] item: Leftovers |upkeep |turn|19 | |t:|1712315237 |switch|p1a: Lilligant|Lilligant, L86, F|261/261 |switch|p2a: Clodsire|Clodsire, L81, F, tera:Flying|119/343 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Clodsire|140/343|[from] item: Leftovers |upkeep |turn|20 |j| Dasor54 | |t:|1712315250 |switch|p1a: Mewtwo|Mewtwo, L72|131/272 |-ability|p1a: Mewtwo|Unnerve |move|p2a: Clodsire|Gunk Shot|p1a: Mewtwo |-damage|p1a: Mewtwo|10/272 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Clodsire|161/343|[from] item: Leftovers |upkeep |turn|21 | |t:|1712315280 |switch|p2a: Conkeldurr|Conkeldurr, L80, M|299/299 slp |move|p1a: Mewtwo|Psystrike|p2a: Conkeldurr |-supereffective|p2a: Conkeldurr |-damage|p2a: Conkeldurr|0 fnt |faint|p2a: Conkeldurr | |-weather|none |upkeep | |t:|1712315284 |switch|p2a: Phione|Phione, L90|147/290 |turn|22 | |t:|1712315290 |-terastallize|p1a: Mewtwo|Psychic |move|p1a: Mewtwo|Psystrike|p2a: Phione |-damage|p2a: Phione|0 fnt |faint|p2a: Phione | |upkeep | |t:|1712315301 |switch|p2a: Clodsire|Clodsire, L81, F, tera:Flying|161/343 |turn|23 | |t:|1712315304 |move|p1a: Mewtwo|Psystrike|p2a: Clodsire |-damage|p2a: Clodsire|0 fnt |faint|p2a: Clodsire | |upkeep | |t:|1712315307 |switch|p2a: Venusaur|Venusaur, L84, F|272/272 |turn|24 | |t:|1712315311 |move|p1a: Mewtwo|Psystrike|p2a: Venusaur |-supereffective|p2a: Venusaur |-damage|p2a: Venusaur|0 fnt |faint|p2a: Venusaur | |win|Dc inversion |raw|Dc inversion's rating: 2205 &rarr; <strong>2226</strong><br />(+21 for winning) |raw|PokemonCestDur's rating: 2221 &rarr; <strong>2200</strong><br />(-21 for losing) |l|☆PokemonCestDur |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\n\nHere is the impact of the player's lilligant moves and the hp range that the move will do:\nsleeppowder: 0 - 0\n\n\nHere is the impact of the opponent's conkeldurr moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lilligant. They had the following choices:\n0. /choose move sleeppowder\n1. /choose switch indeedeef\n2. /choose switch mewtwo\n3. /choose switch chansey\n4. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\n\nHere is the impact of the player's indeedeef moves and the hp range that the move will do:\npsyshock: 26% - 32%\nhypervoice: 13% - 15%\n\n\nHere is the impact of the opponent's venusaur moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is indeedeef. They had the following choices:\n0. /choose move psyshock\n1. /choose move hypervoice\n2. /choose switch lilligant\n3. /choose switch mewtwo\n4. /choose switch chansey\n5. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move psyshock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\n\nHere is the impact of the player's indeedeef moves and the hp range that the move will do:\npsyshock: 13% - 16%\nhypervoice: 22% - 27%\n\n\nHere is the impact of the opponent's groudon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is indeedeef. They had the following choices:\n0. /choose move psyshock\n1. /choose move hypervoice\n2. /choose switch lilligant\n3. /choose switch mewtwo\n4. /choose switch chansey\n5. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose switch mewtwo\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\nfireblast: 72% - 86%\npsystrike: 67% - 80%\n\n\nHere is the impact of the opponent's groudon moves and the hp range that the move will do:\nprecipiceblades: 109% - 130%\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move fireblast\n1. /choose move psystrike\n2. /choose move fireblast terastallize\n3. /choose move psystrike terastallize\n4. /choose switch lilligant\n5. /choose switch indeedeef\n6. /choose switch chansey\n7. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move fireblast\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\n\nHere is the impact of the player's chansey moves and the hp range that the move will do:\nseismictoss: 10% - 10%\n\n\nHere is the impact of the opponent's phione moves and the hp range that the move will do:\ntakeheart: 0 - 0\n\n\nThe winner's active Pokemon is chansey. They had the following choices:\n0. /choose move seismictoss\n1. /choose switch lilligant\n2. /choose switch indeedeef\n3. /choose switch mewtwo\n4. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move seismictoss\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\n\nHere is the impact of the player's chansey moves and the hp range that the move will do:\nseismictoss: 9% - 9%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is chansey. They had the following choices:\n0. /choose move seismictoss\n1. /choose switch lilligant\n2. /choose switch indeedeef\n3. /choose switch mewtwo\n4. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose switch indeedeef\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\n\nHere is the impact of the player's indeedeef moves and the hp range that the move will do:\npsyshock: 14% - 17%\nhypervoice: 21% - 25%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\n\n\nThe winner's active Pokemon is indeedeef. They had the following choices:\n0. /choose move psyshock\n1. /choose move hypervoice\n2. /choose switch lilligant\n3. /choose switch mewtwo\n4. /choose switch chansey\n5. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move hypervoice\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\nturn 13\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 44/343\n-damage p1a: Indeedee 164/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 216/343\n-heal p2a: Clodsire 237/343 [from] item: Leftovers\nturn 14\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 95/343\n-damage p1a: Indeedee 137/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 267/343\n-heal p2a: Clodsire 288/343 [from] item: Leftovers\n\nHere is the impact of the player's indeedeef moves and the hp range that the move will do:\npsyshock: 8% - 10%\nhypervoice: 12% - 15%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is indeedeef. They had the following choices:\n0. /choose move psyshock\n1. /choose move hypervoice\n2. /choose switch lilligant\n3. /choose switch mewtwo\n4. /choose switch chansey\n5. /choose switch torkoal\n\n\nThe winner chose to do the following:\n/choose move hypervoice\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\nturn 13\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 44/343\n-damage p1a: Indeedee 164/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 216/343\n-heal p2a: Clodsire 237/343 [from] item: Leftovers\nturn 14\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 95/343\n-damage p1a: Indeedee 137/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 267/343\n-heal p2a: Clodsire 288/343 [from] item: Leftovers\nturn 15\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 159/343\n-damage p1a: Indeedee 110/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 331/343\n-heal p2a: Clodsire 343/343 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 16\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 203/343\n-damage p1a: Indeedee 83/272 [from] item: Life Orb\nmove p2a: Clodsire Earthquake p1a: Indeedee\n-damage p1a: Indeedee 0 fnt\nfaint p1a: Indeedee\n-heal p2a: Clodsire 224/343 [from] item: Leftovers\nswitch p1a: Torkoal Torkoal, L88, M 266/266\n-weather SunnyDay [from] ability: Drought [of] p1a: Torkoal\n\nHere is the impact of the player's torkoal moves and the hp range that the move will do:\nlavaplume: 9% - 11%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nrecover: 0 - 0\nearthquake: 70% - 84%\n\n\nThe winner's active Pokemon is torkoal. They had the following choices:\n0. /choose move lavaplume\n1. /choose switch lilligant\n2. /choose switch mewtwo\n3. /choose switch chansey\n\n\nThe winner chose to do the following:\n/choose move lavaplume\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\nturn 13\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 44/343\n-damage p1a: Indeedee 164/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 216/343\n-heal p2a: Clodsire 237/343 [from] item: Leftovers\nturn 14\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 95/343\n-damage p1a: Indeedee 137/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 267/343\n-heal p2a: Clodsire 288/343 [from] item: Leftovers\nturn 15\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 159/343\n-damage p1a: Indeedee 110/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 331/343\n-heal p2a: Clodsire 343/343 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 16\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 203/343\n-damage p1a: Indeedee 83/272 [from] item: Life Orb\nmove p2a: Clodsire Earthquake p1a: Indeedee\n-damage p1a: Indeedee 0 fnt\nfaint p1a: Indeedee\n-heal p2a: Clodsire 224/343 [from] item: Leftovers\nswitch p1a: Torkoal Torkoal, L88, M 266/266\n-weather SunnyDay [from] ability: Drought [of] p1a: Torkoal\nturn 17\nmove p1a: Torkoal Lava Plume p2a: Clodsire\n-damage p2a: Clodsire 98/343\nmove p2a: Clodsire Earthquake p1a: Torkoal\n-damage p1a: Torkoal 0 fnt\nfaint p1a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 119/343 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 131/272\n-ability p1a: Mewtwo Unnerve\nturn 18\nswitch p2a: Phione Phione, L90 223/290\nmove p1a: Mewtwo Fire Blast p2a: Phione\n-damage p2a: Phione 129/290\n-weather SunnyDay [upkeep]\n-heal p2a: Phione 147/290 [from] item: Leftovers\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\nfireblast: 10% - 11%\npsystrike: 27% - 32%\n\n\nHere is the impact of the opponent's phione moves and the hp range that the move will do:\ntakeheart: 0 - 0\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move fireblast\n1. /choose move psystrike\n2. /choose move fireblast terastallize\n3. /choose move psystrike terastallize\n4. /choose switch lilligant\n5. /choose switch chansey\n\n\nThe winner chose to do the following:\n/choose switch lilligant\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\nturn 13\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 44/343\n-damage p1a: Indeedee 164/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 216/343\n-heal p2a: Clodsire 237/343 [from] item: Leftovers\nturn 14\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 95/343\n-damage p1a: Indeedee 137/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 267/343\n-heal p2a: Clodsire 288/343 [from] item: Leftovers\nturn 15\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 159/343\n-damage p1a: Indeedee 110/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 331/343\n-heal p2a: Clodsire 343/343 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 16\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 203/343\n-damage p1a: Indeedee 83/272 [from] item: Life Orb\nmove p2a: Clodsire Earthquake p1a: Indeedee\n-damage p1a: Indeedee 0 fnt\nfaint p1a: Indeedee\n-heal p2a: Clodsire 224/343 [from] item: Leftovers\nswitch p1a: Torkoal Torkoal, L88, M 266/266\n-weather SunnyDay [from] ability: Drought [of] p1a: Torkoal\nturn 17\nmove p1a: Torkoal Lava Plume p2a: Clodsire\n-damage p2a: Clodsire 98/343\nmove p2a: Clodsire Earthquake p1a: Torkoal\n-damage p1a: Torkoal 0 fnt\nfaint p1a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 119/343 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 131/272\n-ability p1a: Mewtwo Unnerve\nturn 18\nswitch p2a: Phione Phione, L90 223/290\nmove p1a: Mewtwo Fire Blast p2a: Phione\n-damage p2a: Phione 129/290\n-weather SunnyDay [upkeep]\n-heal p2a: Phione 147/290 [from] item: Leftovers\nturn 19\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Clodsire Clodsire, L81, F, tera:Flying 119/343\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 140/343 [from] item: Leftovers\nturn 20\nswitch p1a: Mewtwo Mewtwo, L72 131/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Clodsire Gunk Shot p1a: Mewtwo\n-damage p1a: Mewtwo 10/272\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 161/343 [from] item: Leftovers\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\nfireblast: 13% - 16%\npsystrike: 28% - 33%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nrecover: 0 - 0\nearthquake: 840% - 1000%\ngunkshot: 1019% - 1200%\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move fireblast\n1. /choose move psystrike\n2. /choose move fireblast terastallize\n3. /choose move psystrike terastallize\n4. /choose switch lilligant\n5. /choose switch chansey\n\n\nThe winner chose to do the following:\n/choose move psystrike\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 1\nmove p1a: Lilligant Sleep Powder p2a: Conkeldurr\n-status p2a: Conkeldurr slp [from] move: Sleep Powder\ncant p2a: Conkeldurr slp\nturn 2\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nswitch p2a: Venusaur Venusaur, L84, F 272/272\nturn 3\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 161/318\n-damage p1a: Indeedee 245/272 [from] item: Life Orb\nturn 4\nmove p1a: Indeedee Psyshock p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\nfaint p2a: Dewgong\n-damage p1a: Indeedee 218/272 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 5\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Groudon Precipice Blades p1a: Mewtwo [miss]\n-weather SunnyDay [upkeep]\nturn 6\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 34/263\nmove p2a: Groudon Precipice Blades p1a: Mewtwo\n-damage p1a: Mewtwo 131/272\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 50/263 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 7\nmove p1a: Mewtwo Fire Blast p2a: Groudon\n-damage p2a: Groudon 0 fnt\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Phione Phione, L90 290/290\nturn 8\nswitch p1a: Chansey Chansey, L85, F 564/564\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\n-weather SunnyDay [upkeep]\nturn 9\nmove p2a: Phione Take Heart p2a: Phione\n-boost p2a: Phione spa 1\n-boost p2a: Phione spd 1\nmove p1a: Chansey Seismic Toss p2a: Phione\n-damage p2a: Phione 205/290\n-weather none\n-heal p2a: Phione 223/290 [from] item: Leftovers\nturn 10\nswitch p2a: Clodsire Clodsire, L81, F 343/343\nmove p1a: Chansey Seismic Toss p2a: Clodsire\n-damage p2a: Clodsire 258/343\n-heal p2a: Clodsire 279/343 [from] item: Leftovers\nturn 11\nswitch p1a: Indeedee Indeedee-F, L90, F 218/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 300/343 [from] item: Leftovers\nturn 12\n-terastallize p2a: Clodsire Flying\nmove p1a: Indeedee Psyshock p2a: Clodsire\n-damage p2a: Clodsire 152/343\n-damage p1a: Indeedee 191/272 [from] item: Life Orb\nmove p2a: Clodsire Curse p2a: Clodsire\n-unboost p2a: Clodsire spe 1\n-boost p2a: Clodsire atk 1\n-boost p2a: Clodsire def 1\n-heal p2a: Clodsire 173/343 [from] item: Leftovers\nturn 13\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 44/343\n-damage p1a: Indeedee 164/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 216/343\n-heal p2a: Clodsire 237/343 [from] item: Leftovers\nturn 14\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 95/343\n-damage p1a: Indeedee 137/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 267/343\n-heal p2a: Clodsire 288/343 [from] item: Leftovers\nturn 15\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 159/343\n-damage p1a: Indeedee 110/272 [from] item: Life Orb\nmove p2a: Clodsire Recover p2a: Clodsire\n-heal p2a: Clodsire 331/343\n-heal p2a: Clodsire 343/343 [from] item: Leftovers\n-fieldend move: Psychic Terrain\nturn 16\nmove p1a: Indeedee Hyper Voice p2a: Clodsire\n-damage p2a: Clodsire 203/343\n-damage p1a: Indeedee 83/272 [from] item: Life Orb\nmove p2a: Clodsire Earthquake p1a: Indeedee\n-damage p1a: Indeedee 0 fnt\nfaint p1a: Indeedee\n-heal p2a: Clodsire 224/343 [from] item: Leftovers\nswitch p1a: Torkoal Torkoal, L88, M 266/266\n-weather SunnyDay [from] ability: Drought [of] p1a: Torkoal\nturn 17\nmove p1a: Torkoal Lava Plume p2a: Clodsire\n-damage p2a: Clodsire 98/343\nmove p2a: Clodsire Earthquake p1a: Torkoal\n-damage p1a: Torkoal 0 fnt\nfaint p1a: Torkoal\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 119/343 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 131/272\n-ability p1a: Mewtwo Unnerve\nturn 18\nswitch p2a: Phione Phione, L90 223/290\nmove p1a: Mewtwo Fire Blast p2a: Phione\n-damage p2a: Phione 129/290\n-weather SunnyDay [upkeep]\n-heal p2a: Phione 147/290 [from] item: Leftovers\nturn 19\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nswitch p2a: Clodsire Clodsire, L81, F, tera:Flying 119/343\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 140/343 [from] item: Leftovers\nturn 20\nswitch p1a: Mewtwo Mewtwo, L72 131/272\n-ability p1a: Mewtwo Unnerve\nmove p2a: Clodsire Gunk Shot p1a: Mewtwo\n-damage p1a: Mewtwo 10/272\n-weather SunnyDay [upkeep]\n-heal p2a: Clodsire 161/343 [from] item: Leftovers\nturn 21\nswitch p2a: Conkeldurr Conkeldurr, L80, M 299/299 slp\nmove p1a: Mewtwo Psystrike p2a: Conkeldurr\n-damage p2a: Conkeldurr 0 fnt\nfaint p2a: Conkeldurr\n-weather none\nswitch p2a: Phione Phione, L90 147/290\nturn 22\n-terastallize p1a: Mewtwo Psychic\nmove p1a: Mewtwo Psystrike p2a: Phione\n-damage p2a: Phione 0 fnt\nfaint p2a: Phione\nswitch p2a: Clodsire Clodsire, L81, F, tera:Flying 161/343\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\nfireblast: 13% - 16%\npsystrike: 38% - 45%\n\n\nHere is the impact of the opponent's clodsire moves and the hp range that the move will do:\ncurse: 0 - 0\nrecover: 0 - 0\nearthquake: 840% - 1000%\ngunkshot: 1019% - 1200%\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move fireblast\n1. /choose move psystrike\n2. /choose switch lilligant\n3. /choose switch chansey\n\n\nThe winner chose to do the following:\n/choose move psystrike\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,333
gen9randombattle-2084901872
2,200
|j|☆send HELP i SUCK |j|☆dcenoris |t:|1710903754 |gametype|singles |player|p1|send HELP i SUCK|265|2267 |player|p2|dcenoris|lucas|2217 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1710903754 |start |switch|p1a: Mesprit|Mesprit, L85|275/275 |switch|p2a: Poliwrath|Poliwrath, L88, F|302/302 |turn|1 | |t:|1710903765 |switch|p2a: Umbreon|Umbreon, L84, F|297/297 |move|p1a: Mesprit|Stealth Rock|p2a: Umbreon |-sidestart|p2: dcenoris|move: Stealth Rock | |upkeep |turn|2 | |t:|1710903775 |move|p1a: Mesprit|U-turn|p2a: Umbreon |-supereffective|p2a: Umbreon |-damage|p2a: Umbreon|199/297 | |t:|1710903776 |switch|p1a: Okidogi|Okidogi, L77, M|262/262|[from] U-turn |move|p2a: Umbreon|Toxic|p1a: Okidogi |-immune|p1a: Okidogi | |-heal|p2a: Umbreon|217/297|[from] item: Leftovers |upkeep |turn|3 | |t:|1710903787 |switch|p2a: Poliwrath|Poliwrath, L88, F|302/302 |-damage|p2a: Poliwrath|284/302|[from] Stealth Rock |move|p1a: Okidogi|Bulk Up|p1a: Okidogi |-boost|p1a: Okidogi|atk|1 |-boost|p1a: Okidogi|def|1 | |upkeep |turn|4 | |t:|1710903791 |move|p2a: Poliwrath|Knock Off|p1a: Okidogi |-resisted|p1a: Okidogi |-damage|p1a: Okidogi|236/262 |-enditem|p1a: Okidogi|Leftovers|[from] move: Knock Off|[of] p2a: Poliwrath |-damage|p2a: Poliwrath|254/302|[from] item: Life Orb |move|p1a: Okidogi|Bulk Up|p1a: Okidogi |-boost|p1a: Okidogi|atk|1 |-boost|p1a: Okidogi|def|1 | |upkeep |turn|5 | |t:|1710903797 |move|p2a: Poliwrath|Liquidation|p1a: Okidogi |-damage|p1a: Okidogi|178/262 |-damage|p2a: Poliwrath|224/302|[from] item: Life Orb |move|p1a: Okidogi|Bulk Up|p1a: Okidogi |-boost|p1a: Okidogi|atk|1 |-boost|p1a: Okidogi|def|1 | |upkeep |turn|6 | |t:|1710903805 |move|p2a: Poliwrath|Liquidation|p1a: Okidogi |-damage|p1a: Okidogi|131/262 |-damage|p2a: Poliwrath|194/302|[from] item: Life Orb |move|p1a: Okidogi|Drain Punch|p2a: Poliwrath |-damage|p2a: Poliwrath|7/302 |-heal|p1a: Okidogi|225/262|[from] drain|[of] p2a: Poliwrath | |upkeep |turn|7 | |t:|1710903808 |move|p2a: Poliwrath|Liquidation|p1a: Okidogi |-damage|p1a: Okidogi|178/262 |-damage|p2a: Poliwrath|0 fnt|[from] item: Life Orb |faint|p2a: Poliwrath |move|p1a: Okidogi|Bulk Up|p1a: Okidogi |-boost|p1a: Okidogi|atk|1 |-boost|p1a: Okidogi|def|1 | |upkeep | |t:|1710903820 |switch|p2a: Swanna|Swanna, L88, F|275/275 |turn|8 | |t:|1710903824 |move|p2a: Swanna|Hydro Pump|p1a: Okidogi|[miss] |-miss|p2a: Swanna|p1a: Okidogi |move|p1a: Okidogi|Drain Punch|p2a: Swanna |-resisted|p2a: Swanna |-damage|p2a: Swanna|122/275 |-heal|p1a: Okidogi|255/262|[from] drain|[of] p2a: Swanna | |upkeep |turn|9 | |t:|1710903828 |move|p2a: Swanna|Hydro Pump|p1a: Okidogi|[miss] |-miss|p2a: Swanna|p1a: Okidogi |move|p1a: Okidogi|Drain Punch|p2a: Swanna |-resisted|p2a: Swanna |-damage|p2a: Swanna|0 fnt |-heal|p1a: Okidogi|262/262|[from] drain|[of] p2a: Swanna |faint|p2a: Swanna | |upkeep |c|☆send HELP i SUCK|gg |c|☆dcenoris|lmao |c|☆dcenoris|shut the fuck up you moron |-message|dcenoris forfeited. | |win|send HELP i SUCK |raw|send HELP i SUCK's rating: 2267 &rarr; <strong>2284</strong><br />(+17 for winning) |raw|dcenoris's rating: 2217 &rarr; <strong>2200</strong><br />(-17 for losing) |l|‽dcenoris |player|p2| |c|&|/log dcenoris was locked from talking by Artemis. (☆dcenoris: shut the fuck up you moron) |c|&|/raw <small>This action was done automatically. Want to learn more about the AI? <a href="https://www.smogon.com/forums/threads/3570628/#post-9056769">Visit the information thread</a>.</small> |c|☆send HELP i SUCK|yo i didnt mean to get u locked mb
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mesprit Mesprit, L85 275/275\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\n\nHere is the impact of the player's mesprit moves and the hp range that the move will do:\nstealthrock: 0 - 0\nuturn: 2% - 3%\n\n\nHere is the impact of the opponent's poliwrath moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is mesprit. They had the following choices:\n0. /choose move stealthrock\n1. /choose move uturn\n2. /choose switch okidogi\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mesprit Mesprit, L85 275/275\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\nturn 1\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Mesprit Stealth Rock p2a: Umbreon\n-sidestart p2: dcenoris move: Stealth Rock\nturn 2\nmove p1a: Mesprit U-turn p2a: Umbreon\n-damage p2a: Umbreon 199/297\nswitch p1a: Okidogi Okidogi, L77, M 262/262 [from] U-turn\nmove p2a: Umbreon Toxic p1a: Okidogi\n-immune p1a: Okidogi\n-heal p2a: Umbreon 217/297 [from] item: Leftovers\n\nHere is the impact of the player's okidogi moves and the hp range that the move will do:\nbulkup: 0 - 0\ndrainpunch: 21% - 25%\n\n\nHere is the impact of the opponent's umbreon moves and the hp range that the move will do:\ntoxic: 0 - 0\n\n\nThe winner's active Pokemon is okidogi. They had the following choices:\n0. /choose move bulkup\n1. /choose move drainpunch\n2. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move bulkup\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mesprit Mesprit, L85 275/275\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\nturn 1\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Mesprit Stealth Rock p2a: Umbreon\n-sidestart p2: dcenoris move: Stealth Rock\nturn 2\nmove p1a: Mesprit U-turn p2a: Umbreon\n-damage p2a: Umbreon 199/297\nswitch p1a: Okidogi Okidogi, L77, M 262/262 [from] U-turn\nmove p2a: Umbreon Toxic p1a: Okidogi\n-immune p1a: Okidogi\n-heal p2a: Umbreon 217/297 [from] item: Leftovers\nturn 3\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\n-damage p2a: Poliwrath 284/302 [from] Stealth Rock\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 4\nmove p2a: Poliwrath Knock Off p1a: Okidogi\n-damage p1a: Okidogi 236/262\n-enditem p1a: Okidogi Leftovers [from] move: Knock Off [of] p2a: Poliwrath\n-damage p2a: Poliwrath 254/302 [from] item: Life Orb\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\n\nHere is the impact of the player's okidogi moves and the hp range that the move will do:\nbulkup: 0 - 0\ndrainpunch: 19% - 22%\n\n\nHere is the impact of the opponent's poliwrath moves and the hp range that the move will do:\nknockoff: 5% - 6%\n\n\nThe winner's active Pokemon is okidogi. They had the following choices:\n0. /choose move bulkup\n1. /choose move drainpunch\n2. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move bulkup\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mesprit Mesprit, L85 275/275\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\nturn 1\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Mesprit Stealth Rock p2a: Umbreon\n-sidestart p2: dcenoris move: Stealth Rock\nturn 2\nmove p1a: Mesprit U-turn p2a: Umbreon\n-damage p2a: Umbreon 199/297\nswitch p1a: Okidogi Okidogi, L77, M 262/262 [from] U-turn\nmove p2a: Umbreon Toxic p1a: Okidogi\n-immune p1a: Okidogi\n-heal p2a: Umbreon 217/297 [from] item: Leftovers\nturn 3\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\n-damage p2a: Poliwrath 284/302 [from] Stealth Rock\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 4\nmove p2a: Poliwrath Knock Off p1a: Okidogi\n-damage p1a: Okidogi 236/262\n-enditem p1a: Okidogi Leftovers [from] move: Knock Off [of] p2a: Poliwrath\n-damage p2a: Poliwrath 254/302 [from] item: Life Orb\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 5\nmove p2a: Poliwrath Liquidation p1a: Okidogi\n-damage p1a: Okidogi 178/262\n-damage p2a: Poliwrath 224/302 [from] item: Life Orb\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 6\nmove p2a: Poliwrath Liquidation p1a: Okidogi\n-damage p1a: Okidogi 131/262\n-damage p2a: Poliwrath 194/302 [from] item: Life Orb\nmove p1a: Okidogi Drain Punch p2a: Poliwrath\n-damage p2a: Poliwrath 7/302\n-heal p1a: Okidogi 225/262 [from] drain [of] p2a: Poliwrath\n\nHere is the impact of the player's okidogi moves and the hp range that the move will do:\nbulkup: 0 - 0\ndrainpunch: 878% - 1034%\n\n\nHere is the impact of the opponent's poliwrath moves and the hp range that the move will do:\nknockoff: 4% - 5%\nliquidation: 19% - 22%\n\n\nThe winner's active Pokemon is okidogi. They had the following choices:\n0. /choose move bulkup\n1. /choose move drainpunch\n2. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move bulkup\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Mesprit Mesprit, L85 275/275\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\nturn 1\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Mesprit Stealth Rock p2a: Umbreon\n-sidestart p2: dcenoris move: Stealth Rock\nturn 2\nmove p1a: Mesprit U-turn p2a: Umbreon\n-damage p2a: Umbreon 199/297\nswitch p1a: Okidogi Okidogi, L77, M 262/262 [from] U-turn\nmove p2a: Umbreon Toxic p1a: Okidogi\n-immune p1a: Okidogi\n-heal p2a: Umbreon 217/297 [from] item: Leftovers\nturn 3\nswitch p2a: Poliwrath Poliwrath, L88, F 302/302\n-damage p2a: Poliwrath 284/302 [from] Stealth Rock\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 4\nmove p2a: Poliwrath Knock Off p1a: Okidogi\n-damage p1a: Okidogi 236/262\n-enditem p1a: Okidogi Leftovers [from] move: Knock Off [of] p2a: Poliwrath\n-damage p2a: Poliwrath 254/302 [from] item: Life Orb\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 5\nmove p2a: Poliwrath Liquidation p1a: Okidogi\n-damage p1a: Okidogi 178/262\n-damage p2a: Poliwrath 224/302 [from] item: Life Orb\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nturn 6\nmove p2a: Poliwrath Liquidation p1a: Okidogi\n-damage p1a: Okidogi 131/262\n-damage p2a: Poliwrath 194/302 [from] item: Life Orb\nmove p1a: Okidogi Drain Punch p2a: Poliwrath\n-damage p2a: Poliwrath 7/302\n-heal p1a: Okidogi 225/262 [from] drain [of] p2a: Poliwrath\nturn 7\nmove p2a: Poliwrath Liquidation p1a: Okidogi\n-damage p1a: Okidogi 178/262\n-damage p2a: Poliwrath 0 fnt [from] item: Life Orb\nfaint p2a: Poliwrath\nmove p1a: Okidogi Bulk Up p1a: Okidogi\n-boost p1a: Okidogi atk 1\n-boost p1a: Okidogi def 1\nswitch p2a: Swanna Swanna, L88, F 275/275\nturn 8\nmove p2a: Swanna Hydro Pump p1a: Okidogi [miss]\nmove p1a: Okidogi Drain Punch p2a: Swanna\n-damage p2a: Swanna 122/275\n-heal p1a: Okidogi 255/262 [from] drain [of] p2a: Swanna\n\nHere is the impact of the player's okidogi moves and the hp range that the move will do:\nbulkup: 0 - 0\ndrainpunch: 45% - 54%\n\n\nHere is the impact of the opponent's swanna moves and the hp range that the move will do:\nhydropump: 47% - 55%\n\n\nThe winner's active Pokemon is okidogi. They had the following choices:\n0. /choose move bulkup\n1. /choose move drainpunch\n2. /choose switch mesprit\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,334
gen9randombattle-2071397024
2,200
|j|☆Aqua |j|☆team charm |t:|1709332725 |gametype|singles |player|p1|Aqua|#rbtt6teamlatiasf|2175 |player|p2|team charm|leaf-masters2|2268 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1709332725 |start |switch|p1a: Zangoose|Zangoose, L86, F|266/266 |switch|p2a: Mew|Mew, L82|298/298 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by team charm) | |t:|1709332767 |switch|p1a: Ursaluna|Ursaluna, L79, F|335/335 |move|p2a: Mew|Swords Dance|p2a: Mew |-boost|p2a: Mew|atk|2 | |-status|p1a: Ursaluna|brn|[from] item: Flame Orb |upkeep |turn|2 |inactive|Aqua has 120 seconds left. |inactive|Aqua has 90 seconds left. |c|☆team charm|I’m clicking CC |c|☆Aqua|sorry doing two games |inactive|Aqua has 60 seconds left. | |t:|1709332857 |move|p2a: Mew|Close Combat|p1a: Ursaluna |-supereffective|p1a: Ursaluna |-damage|p1a: Ursaluna|0 fnt |-unboost|p2a: Mew|def|1 |-unboost|p2a: Mew|spd|1 |faint|p1a: Ursaluna |-damage|p2a: Mew|269/298|[from] item: Life Orb | |upkeep |inactive|Aqua has 60 seconds left. | |t:|1709332864 |switch|p1a: Araquanid|Araquanid, L82, F|246/246 |turn|3 | |t:|1709332874 |move|p2a: Mew|Psychic Fangs|p1a: Araquanid |-damage|p1a: Araquanid|35/246 |-damage|p2a: Mew|240/298|[from] item: Life Orb |move|p1a: Araquanid|Liquidation|p2a: Mew |-crit|p2a: Mew |-damage|p2a: Mew|0 fnt |faint|p2a: Mew | |upkeep | |t:|1709332882 |switch|p2a: Delibird|Delibird, M|252/252 |turn|4 | |t:|1709332900 |switch|p1a: Solgaleo|Solgaleo, L74|325/325 |move|p2a: Delibird|Brave Bird|p1a: Solgaleo|[miss] |-miss|p2a: Delibird|p1a: Solgaleo | |upkeep |turn|5 | |t:|1709332907 |move|p2a: Delibird|Drill Run|p1a: Solgaleo |-supereffective|p1a: Solgaleo |-damage|p1a: Solgaleo|165/325 |move|p1a: Solgaleo|Sunsteel Strike|p2a: Delibird |-supereffective|p2a: Delibird |-damage|p2a: Delibird|0 fnt |faint|p2a: Delibird | |upkeep | |t:|1709332910 |switch|p2a: Entei|Entei, L78|307/307 |turn|6 | |t:|1709332919 |switch|p1a: Araquanid|Araquanid, L82, F|35/246 |move|p2a: Entei|Sacred Fire|p1a: Araquanid |-damage|p1a: Araquanid|0 fnt |faint|p1a: Araquanid | |upkeep | |t:|1709332929 |switch|p1a: Flareon|Flareon, L90, M|263/263 |turn|7 | |t:|1709332934 |move|p2a: Entei|Sacred Fire|p1a: Flareon |-resisted|p1a: Flareon |-damage|p1a: Flareon|172/263 |move|p1a: Flareon|Trailblaze|p2a: Entei |-resisted|p2a: Entei |-damage|p2a: Entei|277/307 |-boost|p1a: Flareon|spe|1 | |-status|p1a: Flareon|tox|[from] item: Toxic Orb |upkeep |turn|8 |inactive|Aqua has 90 seconds left. | |t:|1709332950 |switch|p2a: Urshifu|Urshifu-Rapid-Strike, L75, F|274/274 |move|p1a: Flareon|Facade|p2a: Urshifu |-damage|p2a: Urshifu|64/274 | |-damage|p1a: Flareon|156/263 tox|[from] psn |upkeep |turn|9 |inactive|Aqua has 90 seconds left. | |t:|1709332961 |switch|p1a: Ludicolo|Ludicolo, L90, M|290/290 |move|p2a: Urshifu|Aqua Jet|p1a: Ludicolo |-resisted|p1a: Ludicolo |-crit|p1a: Ludicolo |-damage|p1a: Ludicolo|265/290 | |upkeep |turn|10 |inactive|Aqua has 90 seconds left. | |t:|1709332967 |switch|p2a: Oranguru|Oranguru, L92, M|315/315 |move|p1a: Ludicolo|Rain Dance|p1a: Ludicolo |-weather|RainDance | |-weather|RainDance|[upkeep] |upkeep |turn|11 | |t:|1709332972 |move|p1a: Ludicolo|Hydro Pump|p2a: Oranguru |-crit|p2a: Oranguru |-damage|p2a: Oranguru|25/315 |-damage|p1a: Ludicolo|236/290|[from] item: Life Orb |move|p2a: Oranguru|Psyshock|p1a: Ludicolo |-damage|p1a: Ludicolo|122/290 | |-weather|RainDance|[upkeep] |-heal|p2a: Oranguru|44/315|[from] item: Leftovers |upkeep |turn|12 | |t:|1709332975 |move|p1a: Ludicolo|Giga Drain|p2a: Oranguru |-damage|p2a: Oranguru|0 fnt |-heal|p1a: Ludicolo|144/290|[from] drain|[of] p2a: Oranguru |faint|p2a: Oranguru |-damage|p1a: Ludicolo|115/290|[from] item: Life Orb | |-weather|RainDance|[upkeep] |upkeep | |t:|1709332977 |switch|p2a: Entei|Entei, L78|277/307 |turn|13 |inactive|Aqua has 120 seconds left. |inactive|Aqua has 90 seconds left. | |t:|1709333018 |move|p2a: Entei|Extreme Speed|p1a: Ludicolo |-damage|p1a: Ludicolo|18/290 |move|p1a: Ludicolo|Hydro Pump|p2a: Entei |-supereffective|p2a: Entei |-damage|p2a: Entei|0 fnt |faint|p2a: Entei |-damage|p1a: Ludicolo|0 fnt|[from] item: Life Orb |faint|p1a: Ludicolo | |-weather|RainDance|[upkeep] |upkeep |inactive|Aqua has 90 seconds left. | |t:|1709333037 |switch|p2a: Excadrill|Excadrill, L80, M|307/307 |switch|p1a: Flareon|Flareon, L90, M|156/263 tox |-ability|p2a: Excadrill|Mold Breaker |turn|14 | |t:|1709333057 |switch|p1a: Solgaleo|Solgaleo, L74|165/325 |move|p2a: Excadrill|Earthquake|p1a: Solgaleo |-supereffective|p1a: Solgaleo |-damage|p1a: Solgaleo|0 fnt |faint|p1a: Solgaleo |-damage|p2a: Excadrill|277/307|[from] item: Life Orb | |-weather|none |upkeep | |t:|1709333060 |switch|p1a: Zangoose|Zangoose, L86, F|266/266 |turn|15 | |t:|1709333077 |-terastallize|p2a: Excadrill|Grass |move|p1a: Zangoose|Knock Off|p2a: Excadrill |-damage|p2a: Excadrill|163/307 |-enditem|p2a: Excadrill|Life Orb|[from] move: Knock Off|[of] p1a: Zangoose |move|p2a: Excadrill|Earthquake|p1a: Zangoose |-damage|p1a: Zangoose|112/266 | |-status|p1a: Zangoose|tox|[from] item: Toxic Orb |upkeep |turn|16 |inactive|Aqua has 90 seconds left. | |t:|1709333091 |move|p1a: Zangoose|Facade|p2a: Excadrill |-damage|p2a: Excadrill|0 fnt |faint|p2a: Excadrill | |-damage|p1a: Zangoose|96/266 tox|[from] psn |upkeep | |t:|1709333094 |switch|p2a: Urshifu|Urshifu-Rapid-Strike, L75, F|64/274 |turn|17 | |t:|1709333096 |move|p1a: Zangoose|Quick Attack|p2a: Urshifu |-damage|p2a: Urshifu|0 fnt |faint|p2a: Urshifu | |win|Aqua |raw|Aqua's rating: 2175 &rarr; <strong>2200</strong><br />(+25 for winning) |raw|team charm's rating: 2268 &rarr; <strong>2243</strong><br />(-25 for losing) |l|☆team charm |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\n\nHere is the impact of the player's zangoose moves and the hp range that the move will do:\nknockoff: 11% - 13%\nfacade: 9% - 10%\nquickattack: 5% - 6%\n\n\nHere is the impact of the opponent's mew moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is zangoose. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move quickattack\n3. /choose switch ursaluna\n4. /choose switch araquanid\n5. /choose switch solgaleo\n6. /choose switch flareon\n7. /choose switch ludicolo\n\n\nThe winner chose to do the following:\n/choose switch ursaluna\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nliquidation: 21% - 25%\n\n\nHere is the impact of the opponent's mew moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 39% - 46%\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move liquidation\n1. /choose switch zangoose\n2. /choose switch solgaleo\n3. /choose switch flareon\n4. /choose switch ludicolo\n\n\nThe winner chose to do the following:\n/choose move liquidation\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\n\nHere is the impact of the player's solgaleo moves and the hp range that the move will do:\nsunsteelstrike: 49% - 59%\n\n\nHere is the impact of the opponent's delibird moves and the hp range that the move will do:\nbravebird: 15% - 18%\n\n\nThe winner's active Pokemon is solgaleo. They had the following choices:\n0. /choose move sunsteelstrike\n1. /choose switch zangoose\n2. /choose switch araquanid\n3. /choose switch flareon\n4. /choose switch ludicolo\n\n\nThe winner chose to do the following:\n/choose move sunsteelstrike\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\ntrailblaze: 3% - 3%\nfacade: 8% - 9%\n\n\nHere is the impact of the opponent's entei moves and the hp range that the move will do:\nsacredfire: 0 - 0\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move trailblaze\n1. /choose move facade\n2. /choose switch zangoose\n3. /choose switch solgaleo\n4. /choose switch ludicolo\n\n\nThe winner chose to do the following:\n/choose move trailblaze\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\nturn 7\nmove p2a: Entei Sacred Fire p1a: Flareon\n-damage p1a: Flareon 172/263\nmove p1a: Flareon Trailblaze p2a: Entei\n-damage p2a: Entei 277/307\n-boost p1a: Flareon spe 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 8\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 274/274\nmove p1a: Flareon Facade p2a: Urshifu\n-damage p2a: Urshifu 64/274\n-damage p1a: Flareon 156/263 tox [from] psn\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\ntrailblaze: 59% - 70%\nfacade: 41% - 49%\n\n\nHere is the impact of the opponent's urshifurapidstrike moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move trailblaze\n1. /choose move facade\n2. /choose switch zangoose\n3. /choose switch solgaleo\n4. /choose switch ludicolo\n\n\nThe winner chose to do the following:\n/choose switch ludicolo\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\nturn 7\nmove p2a: Entei Sacred Fire p1a: Flareon\n-damage p1a: Flareon 172/263\nmove p1a: Flareon Trailblaze p2a: Entei\n-damage p2a: Entei 277/307\n-boost p1a: Flareon spe 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 8\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 274/274\nmove p1a: Flareon Facade p2a: Urshifu\n-damage p2a: Urshifu 64/274\n-damage p1a: Flareon 156/263 tox [from] psn\nturn 9\nswitch p1a: Ludicolo Ludicolo, L90, M 290/290\nmove p2a: Urshifu Aqua Jet p1a: Ludicolo\n-damage p1a: Ludicolo 265/290\nturn 10\nswitch p2a: Oranguru Oranguru, L92, M 315/315\nmove p1a: Ludicolo Rain Dance p1a: Ludicolo\n-weather RainDance\n-weather RainDance [upkeep]\n\nHere is the impact of the player's ludicolo moves and the hp range that the move will do:\nraindance: 0 - 0\nhydropump: 9% - 11%\ngigadrain: 6% - 7%\n\n\nHere is the impact of the opponent's oranguru moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ludicolo. They had the following choices:\n0. /choose move raindance\n1. /choose move hydropump\n2. /choose move gigadrain\n3. /choose switch zangoose\n4. /choose switch solgaleo\n5. /choose switch flareon\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\nturn 7\nmove p2a: Entei Sacred Fire p1a: Flareon\n-damage p1a: Flareon 172/263\nmove p1a: Flareon Trailblaze p2a: Entei\n-damage p2a: Entei 277/307\n-boost p1a: Flareon spe 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 8\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 274/274\nmove p1a: Flareon Facade p2a: Urshifu\n-damage p2a: Urshifu 64/274\n-damage p1a: Flareon 156/263 tox [from] psn\nturn 9\nswitch p1a: Ludicolo Ludicolo, L90, M 290/290\nmove p2a: Urshifu Aqua Jet p1a: Ludicolo\n-damage p1a: Ludicolo 265/290\nturn 10\nswitch p2a: Oranguru Oranguru, L92, M 315/315\nmove p1a: Ludicolo Rain Dance p1a: Ludicolo\n-weather RainDance\n-weather RainDance [upkeep]\nturn 11\nmove p1a: Ludicolo Hydro Pump p2a: Oranguru\n-damage p2a: Oranguru 25/315\n-damage p1a: Ludicolo 236/290 [from] item: Life Orb\nmove p2a: Oranguru Psyshock p1a: Ludicolo\n-damage p1a: Ludicolo 122/290\n-weather RainDance [upkeep]\n-heal p2a: Oranguru 44/315 [from] item: Leftovers\nturn 12\nmove p1a: Ludicolo Giga Drain p2a: Oranguru\n-damage p2a: Oranguru 0 fnt\n-heal p1a: Ludicolo 144/290 [from] drain [of] p2a: Oranguru\nfaint p2a: Oranguru\n-damage p1a: Ludicolo 115/290 [from] item: Life Orb\n-weather RainDance [upkeep]\nswitch p2a: Entei Entei, L78 277/307\n\nHere is the impact of the player's ludicolo moves and the hp range that the move will do:\nraindance: 0 - 0\nhydropump: 46% - 54%\ngigadrain: 7% - 9%\n\n\nHere is the impact of the opponent's entei moves and the hp range that the move will do:\nsacredfire: 96% - 114%\n\n\nThe winner's active Pokemon is ludicolo. They had the following choices:\n0. /choose move raindance\n1. /choose move hydropump\n2. /choose move gigadrain\n3. /choose switch zangoose\n4. /choose switch solgaleo\n5. /choose switch flareon\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\nturn 7\nmove p2a: Entei Sacred Fire p1a: Flareon\n-damage p1a: Flareon 172/263\nmove p1a: Flareon Trailblaze p2a: Entei\n-damage p2a: Entei 277/307\n-boost p1a: Flareon spe 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 8\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 274/274\nmove p1a: Flareon Facade p2a: Urshifu\n-damage p2a: Urshifu 64/274\n-damage p1a: Flareon 156/263 tox [from] psn\nturn 9\nswitch p1a: Ludicolo Ludicolo, L90, M 290/290\nmove p2a: Urshifu Aqua Jet p1a: Ludicolo\n-damage p1a: Ludicolo 265/290\nturn 10\nswitch p2a: Oranguru Oranguru, L92, M 315/315\nmove p1a: Ludicolo Rain Dance p1a: Ludicolo\n-weather RainDance\n-weather RainDance [upkeep]\nturn 11\nmove p1a: Ludicolo Hydro Pump p2a: Oranguru\n-damage p2a: Oranguru 25/315\n-damage p1a: Ludicolo 236/290 [from] item: Life Orb\nmove p2a: Oranguru Psyshock p1a: Ludicolo\n-damage p1a: Ludicolo 122/290\n-weather RainDance [upkeep]\n-heal p2a: Oranguru 44/315 [from] item: Leftovers\nturn 12\nmove p1a: Ludicolo Giga Drain p2a: Oranguru\n-damage p2a: Oranguru 0 fnt\n-heal p1a: Ludicolo 144/290 [from] drain [of] p2a: Oranguru\nfaint p2a: Oranguru\n-damage p1a: Ludicolo 115/290 [from] item: Life Orb\n-weather RainDance [upkeep]\nswitch p2a: Entei Entei, L78 277/307\nturn 13\nmove p2a: Entei Extreme Speed p1a: Ludicolo\n-damage p1a: Ludicolo 18/290\nmove p1a: Ludicolo Hydro Pump p2a: Entei\n-damage p2a: Entei 0 fnt\nfaint p2a: Entei\n-damage p1a: Ludicolo 0 fnt [from] item: Life Orb\nfaint p1a: Ludicolo\n-weather RainDance [upkeep]\nswitch p2a: Excadrill Excadrill, L80, M 307/307\nswitch p1a: Flareon Flareon, L90, M 156/263 tox\n-ability p2a: Excadrill Mold Breaker\nturn 14\nswitch p1a: Solgaleo Solgaleo, L74 165/325\nmove p2a: Excadrill Earthquake p1a: Solgaleo\n-damage p1a: Solgaleo 0 fnt\nfaint p1a: Solgaleo\n-damage p2a: Excadrill 277/307 [from] item: Life Orb\n-weather none\nswitch p1a: Zangoose Zangoose, L86, F 266/266\n\nHere is the impact of the player's zangoose moves and the hp range that the move will do:\nknockoff: 13% - 16%\nfacade: 7% - 8%\nquickattack: 4% - 4%\n\n\nHere is the impact of the opponent's excadrill moves and the hp range that the move will do:\nearthquake: 78% - 92%\n\n\nThe winner's active Pokemon is zangoose. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move quickattack\n3. /choose switch flareon\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nswitch p2a: Mew Mew, L82 298/298\nturn 1\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nmove p2a: Mew Swords Dance p2a: Mew\n-boost p2a: Mew atk 2\n-status p1a: Ursaluna brn [from] item: Flame Orb\nturn 2\nmove p2a: Mew Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-unboost p2a: Mew def 1\n-unboost p2a: Mew spd 1\nfaint p1a: Ursaluna\n-damage p2a: Mew 269/298 [from] item: Life Orb\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nturn 3\nmove p2a: Mew Psychic Fangs p1a: Araquanid\n-damage p1a: Araquanid 35/246\n-damage p2a: Mew 240/298 [from] item: Life Orb\nmove p1a: Araquanid Liquidation p2a: Mew\n-damage p2a: Mew 0 fnt\nfaint p2a: Mew\nswitch p2a: Delibird Delibird, M 252/252\nturn 4\nswitch p1a: Solgaleo Solgaleo, L74 325/325\nmove p2a: Delibird Brave Bird p1a: Solgaleo [miss]\nturn 5\nmove p2a: Delibird Drill Run p1a: Solgaleo\n-damage p1a: Solgaleo 165/325\nmove p1a: Solgaleo Sunsteel Strike p2a: Delibird\n-damage p2a: Delibird 0 fnt\nfaint p2a: Delibird\nswitch p2a: Entei Entei, L78 307/307\nturn 6\nswitch p1a: Araquanid Araquanid, L82, F 35/246\nmove p2a: Entei Sacred Fire p1a: Araquanid\n-damage p1a: Araquanid 0 fnt\nfaint p1a: Araquanid\nswitch p1a: Flareon Flareon, L90, M 263/263\nturn 7\nmove p2a: Entei Sacred Fire p1a: Flareon\n-damage p1a: Flareon 172/263\nmove p1a: Flareon Trailblaze p2a: Entei\n-damage p2a: Entei 277/307\n-boost p1a: Flareon spe 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 8\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 274/274\nmove p1a: Flareon Facade p2a: Urshifu\n-damage p2a: Urshifu 64/274\n-damage p1a: Flareon 156/263 tox [from] psn\nturn 9\nswitch p1a: Ludicolo Ludicolo, L90, M 290/290\nmove p2a: Urshifu Aqua Jet p1a: Ludicolo\n-damage p1a: Ludicolo 265/290\nturn 10\nswitch p2a: Oranguru Oranguru, L92, M 315/315\nmove p1a: Ludicolo Rain Dance p1a: Ludicolo\n-weather RainDance\n-weather RainDance [upkeep]\nturn 11\nmove p1a: Ludicolo Hydro Pump p2a: Oranguru\n-damage p2a: Oranguru 25/315\n-damage p1a: Ludicolo 236/290 [from] item: Life Orb\nmove p2a: Oranguru Psyshock p1a: Ludicolo\n-damage p1a: Ludicolo 122/290\n-weather RainDance [upkeep]\n-heal p2a: Oranguru 44/315 [from] item: Leftovers\nturn 12\nmove p1a: Ludicolo Giga Drain p2a: Oranguru\n-damage p2a: Oranguru 0 fnt\n-heal p1a: Ludicolo 144/290 [from] drain [of] p2a: Oranguru\nfaint p2a: Oranguru\n-damage p1a: Ludicolo 115/290 [from] item: Life Orb\n-weather RainDance [upkeep]\nswitch p2a: Entei Entei, L78 277/307\nturn 13\nmove p2a: Entei Extreme Speed p1a: Ludicolo\n-damage p1a: Ludicolo 18/290\nmove p1a: Ludicolo Hydro Pump p2a: Entei\n-damage p2a: Entei 0 fnt\nfaint p2a: Entei\n-damage p1a: Ludicolo 0 fnt [from] item: Life Orb\nfaint p1a: Ludicolo\n-weather RainDance [upkeep]\nswitch p2a: Excadrill Excadrill, L80, M 307/307\nswitch p1a: Flareon Flareon, L90, M 156/263 tox\n-ability p2a: Excadrill Mold Breaker\nturn 14\nswitch p1a: Solgaleo Solgaleo, L74 165/325\nmove p2a: Excadrill Earthquake p1a: Solgaleo\n-damage p1a: Solgaleo 0 fnt\nfaint p1a: Solgaleo\n-damage p2a: Excadrill 277/307 [from] item: Life Orb\n-weather none\nswitch p1a: Zangoose Zangoose, L86, F 266/266\nturn 15\n-terastallize p2a: Excadrill Grass\nmove p1a: Zangoose Knock Off p2a: Excadrill\n-damage p2a: Excadrill 163/307\n-enditem p2a: Excadrill Life Orb [from] move: Knock Off [of] p1a: Zangoose\nmove p2a: Excadrill Earthquake p1a: Zangoose\n-damage p1a: Zangoose 112/266\n-status p1a: Zangoose tox [from] item: Toxic Orb\nturn 16\nmove p1a: Zangoose Facade p2a: Excadrill\n-damage p2a: Excadrill 0 fnt\nfaint p2a: Excadrill\n-damage p1a: Zangoose 96/266 tox [from] psn\nswitch p2a: Urshifu Urshifu-Rapid-Strike, L75, F 64/274\n\nHere is the impact of the player's zangoose moves and the hp range that the move will do:\nknockoff: 15% - 18%\nfacade: 50% - 59%\nquickattack: 29% - 35%\n\n\nHere is the impact of the opponent's urshifurapidstrike moves and the hp range that the move will do:\naquajet: 57% - 68%\n\n\nThe winner's active Pokemon is zangoose. They had the following choices:\n0. /choose move knockoff\n1. /choose move facade\n2. /choose move quickattack\n3. /choose switch flareon\n\n\nThe winner chose to do the following:\n/choose move quickattack\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,335
gen9randombattle-2069214479
2,200
|j|☆Maikueg |j|☆Hiimmaric |t:|1709086618 |gametype|singles |player|p1|Maikueg|265|2175 |player|p2|Hiimmaric|266|2267 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1709086618 |start |switch|p1a: Blissey|Blissey, L84, F|566/566 |switch|p2a: Cinccino|Cinccino, L83, F|260/260 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Hiimmaric) |inactive|Hiimmaric has 120 seconds left. | |t:|1709086661 |switch|p1a: Dunsparce|Dunsparce, L86, M|312/312 |move|p2a: Cinccino|Tail Slap|p1a: Dunsparce |-damage|p1a: Dunsparce|285/312 |-damage|p1a: Dunsparce|255/312 |-damage|p1a: Dunsparce|225/312 |-damage|p1a: Dunsparce|194/312 |-damage|p1a: Dunsparce|163/312 |-hitcount|p1a: Dunsparce|5 | |upkeep |turn|2 | |t:|1709086682 |switch|p2a: Mimikyu|Mimikyu, L79, M|216/216 |move|p1a: Dunsparce|Roost|p1a: Dunsparce |-heal|p1a: Dunsparce|312/312 |-singleturn|p1a: Dunsparce|move: Roost | |upkeep |turn|3 | |t:|1709086709 |move|p2a: Mimikyu|Swords Dance|p2a: Mimikyu |-boost|p2a: Mimikyu|atk|2 |move|p1a: Dunsparce|Earthquake|p2a: Mimikyu |-activate|p2a: Mimikyu|ability: Disguise |-damage|p2a: Mimikyu|216/216 |detailschange|p2a: Mimikyu|Mimikyu-Busted, L79, M |-damage|p2a: Mimikyu|189/216|[from] pokemon: Mimikyu-Busted | |upkeep |turn|4 |inactive|Maikueg has 120 seconds left. | |t:|1709086734 |switch|p1a: Spidops|Spidops, L96, F|271/271 |move|p2a: Mimikyu|Swords Dance|p2a: Mimikyu |-boost|p2a: Mimikyu|atk|2 | |upkeep |turn|5 | |t:|1709086741 |move|p2a: Mimikyu|Play Rough|p1a: Spidops |-damage|p1a: Spidops|0 fnt |faint|p1a: Spidops |-damage|p2a: Mimikyu|168/216|[from] item: Life Orb | |upkeep |inactive|Maikueg has 120 seconds left. | |t:|1709086763 |switch|p1a: Oricorio|Oricorio-Pom-Pom, L83, F|260/260 |turn|6 | |t:|1709086770 |move|p1a: Oricorio|Revelation Dance|p2a: Mimikyu |-damage|p2a: Mimikyu|86/216 |move|p2a: Mimikyu|Play Rough|p1a: Oricorio |-damage|p1a: Oricorio|0 fnt |faint|p1a: Oricorio |-damage|p2a: Mimikyu|65/216|[from] item: Life Orb | |upkeep | |t:|1709086775 |switch|p1a: Greninja|Greninja, L80, M|246/246 |turn|7 | |t:|1709086792 |switch|p2a: Diancie|Diancie, L82|216/216 |move|p1a: Greninja|Dark Pulse|p2a: Diancie |-resisted|p2a: Diancie |-damage|p2a: Diancie|191/216 |-damage|p1a: Greninja|222/246|[from] item: Life Orb | |upkeep |turn|8 | |t:|1709086801 |switch|p1a: Veluza|Veluza, L85, M|292/292 |move|p2a: Diancie|Body Press|p1a: Veluza |-resisted|p1a: Veluza |-damage|p1a: Veluza|253/292 | |upkeep |turn|9 | |t:|1709086809 |switch|p2a: Masquerain|Masquerain, L87, F|264/264 |-ability|p2a: Masquerain|Intimidate|boost |-unboost|p1a: Veluza|atk|1 |move|p1a: Veluza|Fillet Away|p1a: Veluza |-boost|p1a: Veluza|atk|2 |-boost|p1a: Veluza|spa|2 |-boost|p1a: Veluza|spe|2 |-damage|p1a: Veluza|107/292 |-enditem|p1a: Veluza|Sitrus Berry|[eat] |-heal|p1a: Veluza|180/292|[from] item: Sitrus Berry | |upkeep |turn|10 | |t:|1709086821 |move|p1a: Veluza|Psycho Cut|p2a: Masquerain |-crit|p2a: Masquerain |-damage|p2a: Masquerain|0 fnt |faint|p2a: Masquerain | |upkeep | |t:|1709086835 |switch|p2a: Regieleki|Regieleki, L78|253/253 |turn|11 | |t:|1709086842 |switch|p1a: Blissey|Blissey, L84, F|566/566 |move|p2a: Regieleki|Volt Switch|p1a: Blissey |-damage|p1a: Blissey|485/566 | |t:|1709086872 |switch|p2a: Lurantis|Lurantis, L88, F|266/266|[from] Volt Switch | |-heal|p1a: Blissey|520/566|[from] item: Leftovers |upkeep |turn|12 | |t:|1709086885 |move|p1a: Blissey|Stealth Rock|p2a: Lurantis |-sidestart|p2: Hiimmaric|move: Stealth Rock |move|p2a: Lurantis|Superpower|p1a: Blissey |-supereffective|p1a: Blissey |-damage|p1a: Blissey|0 fnt |-boost|p2a: Lurantis|atk|1 |-boost|p2a: Lurantis|def|1 |faint|p1a: Blissey | |upkeep | |t:|1709086902 |switch|p1a: Veluza|Veluza, L85, M|180/292 |turn|13 | |t:|1709086910 |move|p1a: Veluza|Psycho Cut|p2a: Lurantis |-damage|p2a: Lurantis|196/266 |move|p2a: Lurantis|Leech Life|p1a: Veluza |-supereffective|p1a: Veluza |-damage|p1a: Veluza|0 fnt |-heal|p2a: Lurantis|266/266|[from] drain|[of] p1a: Veluza |faint|p1a: Veluza | |upkeep | |t:|1709086920 |switch|p1a: Greninja|Greninja, L80, M|222/246 |turn|14 | |t:|1709086929 |-terastallize|p1a: Greninja|Poison |move|p1a: Greninja|Gunk Shot|p2a: Lurantis |-supereffective|p2a: Lurantis |-damage|p2a: Lurantis|61/266 |-status|p2a: Lurantis|psn |-damage|p1a: Greninja|198/246|[from] item: Life Orb |move|p2a: Lurantis|Superpower|p1a: Greninja |-resisted|p1a: Greninja |-damage|p1a: Greninja|108/246 |-boost|p2a: Lurantis|atk|1 |-boost|p2a: Lurantis|def|1 | |-damage|p2a: Lurantis|28/266 psn|[from] psn |upkeep |turn|15 | |t:|1709086945 |move|p1a: Greninja|Hydro Pump|p2a: Lurantis |-resisted|p2a: Lurantis |-damage|p2a: Lurantis|0 fnt |faint|p2a: Lurantis |-ability|p1a: Greninja|Battle Bond|boost |-boost|p1a: Greninja|atk|1 |-boost|p1a: Greninja|spa|1 |-boost|p1a: Greninja|spe|1 |-activate|p1a: Greninja|ability: Battle Bond |-damage|p1a: Greninja|84/246|[from] item: Life Orb | |upkeep | |t:|1709086958 |switch|p2a: Mimikyu|Mimikyu-Busted, L79, M|65/216 |-damage|p2a: Mimikyu|38/216|[from] Stealth Rock |turn|16 | |t:|1709086963 |move|p2a: Mimikyu|Shadow Sneak|p1a: Greninja |-damage|p1a: Greninja|28/246 |-damage|p2a: Mimikyu|17/216|[from] item: Life Orb |move|p1a: Greninja|Dark Pulse|p2a: Mimikyu |-damage|p2a: Mimikyu|0 fnt |faint|p2a: Mimikyu |-damage|p1a: Greninja|4/246|[from] item: Life Orb | |upkeep |inactive|Hiimmaric has 120 seconds left. |inactive|Hiimmaric has 90 seconds left. | |t:|1709087025 |switch|p2a: Diancie|Diancie, L82|191/216 |-damage|p2a: Diancie|164/216|[from] Stealth Rock |turn|17 | |t:|1709087039 |-terastallize|p2a: Diancie|Fighting |move|p1a: Greninja|Hydro Pump|p2a: Diancie |-damage|p2a: Diancie|63/216 |-damage|p1a: Greninja|0 fnt|[from] item: Life Orb |faint|p1a: Greninja |move|p2a: Diancie|Diamond Storm|p1: Greninja|[notarget] |-fail|p2a: Diancie | |upkeep | |t:|1709087044 |switch|p1a: Dunsparce|Dunsparce, L86, M|312/312 |turn|18 | |t:|1709087048 |move|p2a: Diancie|Body Press|p1a: Dunsparce |-supereffective|p1a: Dunsparce |-damage|p1a: Dunsparce|142/312 |move|p1a: Dunsparce|Body Slam|p2a: Diancie |-damage|p2a: Diancie|12/216 |-status|p2a: Diancie|par | |upkeep |turn|19 | |t:|1709087062 |move|p1a: Dunsparce|Coil|p1a: Dunsparce |-boost|p1a: Dunsparce|atk|1 |-boost|p1a: Dunsparce|def|1 |-boost|p1a: Dunsparce|accuracy|1 |move|p2a: Diancie|Body Press|p1a: Dunsparce |-supereffective|p1a: Dunsparce |-damage|p1a: Dunsparce|22/312 | |upkeep |turn|20 |inactive|Hiimmaric has 90 seconds left. |inactive|Hiimmaric has 60 seconds left. | |t:|1709087115 |switch|p2a: Regieleki|Regieleki, L78|253/253 |-damage|p2a: Regieleki|222/253|[from] Stealth Rock |move|p1a: Dunsparce|Roost|p1a: Dunsparce |-heal|p1a: Dunsparce|178/312 |-singleturn|p1a: Dunsparce|move: Roost | |upkeep |turn|21 | |t:|1709087121 |move|p2a: Regieleki|Volt Switch|p1a: Dunsparce |-damage|p1a: Dunsparce|100/312 | |t:|1709087125 |switch|p2a: Diancie|Diancie, L82, tera:Fighting|12/216 par|[from] Volt Switch |-damage|p2a: Diancie|0 fnt|[from] Stealth Rock |faint|p2a: Diancie |move|p1a: Dunsparce|Roost|p1a: Dunsparce |-heal|p1a: Dunsparce|256/312 |-singleturn|p1a: Dunsparce|move: Roost | |upkeep | |t:|1709087131 |switch|p2a: Regieleki|Regieleki, L78|222/253 |-damage|p2a: Regieleki|191/253|[from] Stealth Rock |turn|22 | |t:|1709087134 |move|p2a: Regieleki|Thunderbolt|p1a: Dunsparce |-damage|p1a: Dunsparce|148/312 |move|p1a: Dunsparce|Roost|p1a: Dunsparce |-heal|p1a: Dunsparce|304/312 |-singleturn|p1a: Dunsparce|move: Roost | |upkeep |turn|23 | |t:|1709087141 |move|p2a: Regieleki|Thunderbolt|p1a: Dunsparce |-damage|p1a: Dunsparce|198/312 |move|p1a: Dunsparce|Earthquake|p2a: Regieleki |-supereffective|p2a: Regieleki |-damage|p2a: Regieleki|0 fnt |faint|p2a: Regieleki | |upkeep | |t:|1709087144 |switch|p2a: Cinccino|Cinccino, L83, F|260/260 |-damage|p2a: Cinccino|228/260|[from] Stealth Rock |turn|24 | |t:|1709087151 |move|p2a: Cinccino|Tail Slap|p1a: Dunsparce |-damage|p1a: Dunsparce|177/312 |-damage|p1a: Dunsparce|158/312 |-damage|p1a: Dunsparce|139/312 |-damage|p1a: Dunsparce|118/312 |-hitcount|p1a: Dunsparce|4 |move|p1a: Dunsparce|Roost|p1a: Dunsparce |-heal|p1a: Dunsparce|274/312 |-singleturn|p1a: Dunsparce|move: Roost | |upkeep |turn|25 | |t:|1709087161 |move|p2a: Cinccino|Tail Slap|p1a: Dunsparce |-damage|p1a: Dunsparce|253/312 |-crit|p1a: Dunsparce |-damage|p1a: Dunsparce|207/312 |-damage|p1a: Dunsparce|188/312 |-damage|p1a: Dunsparce|169/312 |-damage|p1a: Dunsparce|151/312 |-hitcount|p1a: Dunsparce|5 |move|p1a: Dunsparce|Body Slam|p2a: Cinccino |-damage|p2a: Cinccino|83/260 | |upkeep |turn|26 |c|☆Maikueg|gg | |t:|1709087171 |move|p2a: Cinccino|Tail Slap|p1a: Dunsparce |-damage|p1a: Dunsparce|132/312 |-damage|p1a: Dunsparce|113/312 |-damage|p1a: Dunsparce|94/312 |-damage|p1a: Dunsparce|73/312 |-damage|p1a: Dunsparce|54/312 |-hitcount|p1a: Dunsparce|5 |move|p1a: Dunsparce|Body Slam|p2a: Cinccino |-damage|p2a: Cinccino|0 fnt |faint|p2a: Cinccino | |win|Maikueg |raw|Maikueg's rating: 2175 &rarr; <strong>2200</strong><br />(+25 for winning) |raw|Hiimmaric's rating: 2267 &rarr; <strong>2242</strong><br />(-25 for losing) |c|☆Hiimmaric|gg |l|☆Hiimmaric |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n\nHere is the impact of the player's blissey moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's cinccino moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is blissey. They had the following choices:\n0. /choose move stealthrock\n1. /choose switch dunsparce\n2. /choose switch spidops\n3. /choose switch oricoriopompom\n4. /choose switch greninja\n5. /choose switch veluza\n\n\nThe winner chose to do the following:\n/choose switch dunsparce\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nroost: 0 - 0\nearthquake: 14% - 16%\nbodyslam: 0 - 0\ncoil: 0 - 0\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move roost\n1. /choose move earthquake\n2. /choose move bodyslam\n3. /choose move coil\n4. /choose switch blissey\n5. /choose switch spidops\n6. /choose switch oricoriopompom\n7. /choose switch greninja\n8. /choose switch veluza\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\n\nHere is the impact of the player's spidops moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\nswordsdance: 0 - 0\n\n\nThe winner's active Pokemon is spidops. They had the following choices:\n0. /choose switch blissey\n1. /choose switch dunsparce\n2. /choose switch oricoriopompom\n3. /choose switch greninja\n4. /choose switch veluza\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in oricoriopompom.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\n\nHere is the impact of the player's greninja moves and the hp range that the move will do:\ndarkpulse: 53% - 64%\ngunkshot: 63% - 74%\nhydropump: 73% - 87%\n\n\nHere is the impact of the opponent's mimikyu moves and the hp range that the move will do:\nswordsdance: 0 - 0\nplayrough: 301% - 354%\n\n\nThe winner's active Pokemon is greninja. They had the following choices:\n0. /choose move darkpulse\n1. /choose move gunkshot\n2. /choose move hydropump\n3. /choose move darkpulse terastallize\n4. /choose move gunkshot terastallize\n5. /choose move hydropump terastallize\n6. /choose switch blissey\n7. /choose switch dunsparce\n8. /choose switch veluza\n\n\nThe winner chose to do the following:\n/choose move darkpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\n\nHere is the impact of the player's veluza moves and the hp range that the move will do:\nfilletaway: 0 - 0\npsychocut: 12% - 15%\n\n\nHere is the impact of the opponent's diancie moves and the hp range that the move will do:\nbodypress: 16% - 19%\n\n\nThe winner's active Pokemon is veluza. They had the following choices:\n0. /choose move filletaway\n1. /choose move psychocut\n2. /choose switch blissey\n3. /choose switch dunsparce\n4. /choose switch greninja\n\n\nThe winner chose to do the following:\n/choose move filletaway\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\n\nHere is the impact of the player's veluza moves and the hp range that the move will do:\nfilletaway: 0 - 0\npsychocut: 31% - 36%\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is veluza. They had the following choices:\n0. /choose move filletaway\n1. /choose move psychocut\n2. /choose switch blissey\n3. /choose switch dunsparce\n4. /choose switch greninja\n\n\nThe winner chose to do the following:\n/choose switch blissey\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\n\nHere is the impact of the player's veluza moves and the hp range that the move will do:\nfilletaway: 0 - 0\npsychocut: 7% - 8%\n\n\nHere is the impact of the opponent's lurantis moves and the hp range that the move will do:\nsuperpower: 43% - 52%\n\n\nThe winner's active Pokemon is veluza. They had the following choices:\n0. /choose move filletaway\n1. /choose move psychocut\n2. /choose switch dunsparce\n3. /choose switch greninja\n\n\nThe winner chose to do the following:\n/choose move psychocut\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\n\nHere is the impact of the player's greninja moves and the hp range that the move will do:\ndarkpulse: 135% - 158%\ngunkshot: 191% - 224%\nhydropump: 92% - 108%\n\n\nHere is the impact of the opponent's lurantis moves and the hp range that the move will do:\nsuperpower: 111% - 130%\nleechlife: 74% - 87%\n\n\nThe winner's active Pokemon is greninja. They had the following choices:\n0. /choose move darkpulse\n1. /choose move gunkshot\n2. /choose move hydropump\n3. /choose switch dunsparce\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\nturn 15\nmove p1a: Greninja Hydro Pump p2a: Lurantis\n-damage p2a: Lurantis 0 fnt\nfaint p2a: Lurantis\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 84/246 [from] item: Life Orb\nswitch p2a: Mimikyu Mimikyu-Busted, L79, M 65/216\n-damage p2a: Mimikyu 38/216 [from] Stealth Rock\nturn 16\nmove p2a: Mimikyu Shadow Sneak p1a: Greninja\n-damage p1a: Greninja 28/246\n-damage p2a: Mimikyu 17/216 [from] item: Life Orb\nmove p1a: Greninja Dark Pulse p2a: Mimikyu\n-damage p2a: Mimikyu 0 fnt\nfaint p2a: Mimikyu\n-damage p1a: Greninja 4/246 [from] item: Life Orb\nswitch p2a: Diancie Diancie, L82 191/216\n-damage p2a: Diancie 164/216 [from] Stealth Rock\n\nHere is the impact of the player's greninja moves and the hp range that the move will do:\ndarkpulse: 14% - 17%\ngunkshot: 41% - 49%\nhydropump: 81% - 95%\n\n\nHere is the impact of the opponent's diancie moves and the hp range that the move will do:\nbodypress: 1175% - 1375%\n\n\nThe winner's active Pokemon is greninja. They had the following choices:\n0. /choose move darkpulse\n1. /choose move gunkshot\n2. /choose move hydropump\n3. /choose switch dunsparce\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\nturn 15\nmove p1a: Greninja Hydro Pump p2a: Lurantis\n-damage p2a: Lurantis 0 fnt\nfaint p2a: Lurantis\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 84/246 [from] item: Life Orb\nswitch p2a: Mimikyu Mimikyu-Busted, L79, M 65/216\n-damage p2a: Mimikyu 38/216 [from] Stealth Rock\nturn 16\nmove p2a: Mimikyu Shadow Sneak p1a: Greninja\n-damage p1a: Greninja 28/246\n-damage p2a: Mimikyu 17/216 [from] item: Life Orb\nmove p1a: Greninja Dark Pulse p2a: Mimikyu\n-damage p2a: Mimikyu 0 fnt\nfaint p2a: Mimikyu\n-damage p1a: Greninja 4/246 [from] item: Life Orb\nswitch p2a: Diancie Diancie, L82 191/216\n-damage p2a: Diancie 164/216 [from] Stealth Rock\nturn 17\n-terastallize p2a: Diancie Fighting\nmove p1a: Greninja Hydro Pump p2a: Diancie\n-damage p2a: Diancie 63/216\n-damage p1a: Greninja 0 fnt [from] item: Life Orb\nfaint p1a: Greninja\nmove p2a: Diancie Diamond Storm p1: Greninja [notarget]\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nturn 18\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 142/312\nmove p1a: Dunsparce Body Slam p2a: Diancie\n-damage p2a: Diancie 12/216\n-status p2a: Diancie par\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nroost: 0 - 0\nearthquake: 142% - 171%\nbodyslam: 180% - 217%\ncoil: 0 - 0\n\n\nHere is the impact of the opponent's diancie moves and the hp range that the move will do:\nbodypress: 178% - 211%\ndiamondstorm: 78% - 92%\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move roost\n1. /choose move earthquake\n2. /choose move bodyslam\n3. /choose move coil\n\n\nThe winner chose to do the following:\n/choose move coil\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\nturn 15\nmove p1a: Greninja Hydro Pump p2a: Lurantis\n-damage p2a: Lurantis 0 fnt\nfaint p2a: Lurantis\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 84/246 [from] item: Life Orb\nswitch p2a: Mimikyu Mimikyu-Busted, L79, M 65/216\n-damage p2a: Mimikyu 38/216 [from] Stealth Rock\nturn 16\nmove p2a: Mimikyu Shadow Sneak p1a: Greninja\n-damage p1a: Greninja 28/246\n-damage p2a: Mimikyu 17/216 [from] item: Life Orb\nmove p1a: Greninja Dark Pulse p2a: Mimikyu\n-damage p2a: Mimikyu 0 fnt\nfaint p2a: Mimikyu\n-damage p1a: Greninja 4/246 [from] item: Life Orb\nswitch p2a: Diancie Diancie, L82 191/216\n-damage p2a: Diancie 164/216 [from] Stealth Rock\nturn 17\n-terastallize p2a: Diancie Fighting\nmove p1a: Greninja Hydro Pump p2a: Diancie\n-damage p2a: Diancie 63/216\n-damage p1a: Greninja 0 fnt [from] item: Life Orb\nfaint p1a: Greninja\nmove p2a: Diancie Diamond Storm p1: Greninja [notarget]\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nturn 18\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 142/312\nmove p1a: Dunsparce Body Slam p2a: Diancie\n-damage p2a: Diancie 12/216\n-status p2a: Diancie par\nturn 19\nmove p1a: Dunsparce Coil p1a: Dunsparce\n-boost p1a: Dunsparce atk 1\n-boost p1a: Dunsparce def 1\n-boost p1a: Dunsparce accuracy 1\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 22/312\nturn 20\nswitch p2a: Regieleki Regieleki, L78 253/253\n-damage p2a: Regieleki 222/253 [from] Stealth Rock\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 178/312\n-singleturn p1a: Dunsparce move: Roost\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nroost: 0 - 0\nearthquake: 50% - 59%\nbodyslam: 32% - 37%\ncoil: 0 - 0\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 56% - 66%\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move roost\n1. /choose move earthquake\n2. /choose move bodyslam\n3. /choose move coil\n\n\nThe winner chose to do the following:\n/choose move roost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\nturn 15\nmove p1a: Greninja Hydro Pump p2a: Lurantis\n-damage p2a: Lurantis 0 fnt\nfaint p2a: Lurantis\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 84/246 [from] item: Life Orb\nswitch p2a: Mimikyu Mimikyu-Busted, L79, M 65/216\n-damage p2a: Mimikyu 38/216 [from] Stealth Rock\nturn 16\nmove p2a: Mimikyu Shadow Sneak p1a: Greninja\n-damage p1a: Greninja 28/246\n-damage p2a: Mimikyu 17/216 [from] item: Life Orb\nmove p1a: Greninja Dark Pulse p2a: Mimikyu\n-damage p2a: Mimikyu 0 fnt\nfaint p2a: Mimikyu\n-damage p1a: Greninja 4/246 [from] item: Life Orb\nswitch p2a: Diancie Diancie, L82 191/216\n-damage p2a: Diancie 164/216 [from] Stealth Rock\nturn 17\n-terastallize p2a: Diancie Fighting\nmove p1a: Greninja Hydro Pump p2a: Diancie\n-damage p2a: Diancie 63/216\n-damage p1a: Greninja 0 fnt [from] item: Life Orb\nfaint p1a: Greninja\nmove p2a: Diancie Diamond Storm p1: Greninja [notarget]\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nturn 18\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 142/312\nmove p1a: Dunsparce Body Slam p2a: Diancie\n-damage p2a: Diancie 12/216\n-status p2a: Diancie par\nturn 19\nmove p1a: Dunsparce Coil p1a: Dunsparce\n-boost p1a: Dunsparce atk 1\n-boost p1a: Dunsparce def 1\n-boost p1a: Dunsparce accuracy 1\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 22/312\nturn 20\nswitch p2a: Regieleki Regieleki, L78 253/253\n-damage p2a: Regieleki 222/253 [from] Stealth Rock\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 178/312\n-singleturn p1a: Dunsparce move: Roost\nturn 21\nmove p2a: Regieleki Volt Switch p1a: Dunsparce\n-damage p1a: Dunsparce 100/312\nswitch p2a: Diancie Diancie, L82, tera:Fighting 12/216 par [from] Volt Switch\n-damage p2a: Diancie 0 fnt [from] Stealth Rock\nfaint p2a: Diancie\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 256/312\n-singleturn p1a: Dunsparce move: Roost\nswitch p2a: Regieleki Regieleki, L78 222/253\n-damage p2a: Regieleki 191/253 [from] Stealth Rock\nturn 22\nmove p2a: Regieleki Thunderbolt p1a: Dunsparce\n-damage p1a: Dunsparce 148/312\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 304/312\n-singleturn p1a: Dunsparce move: Roost\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nroost: 0 - 0\nearthquake: 58% - 68%\nbodyslam: 37% - 43%\ncoil: 0 - 0\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 32% - 38%\nthunderbolt: 42% - 50%\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move roost\n1. /choose move earthquake\n2. /choose move bodyslam\n3. /choose move coil\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 285/312\n-damage p1a: Dunsparce 255/312\n-damage p1a: Dunsparce 225/312\n-damage p1a: Dunsparce 194/312\n-damage p1a: Dunsparce 163/312\nturn 2\nswitch p2a: Mimikyu Mimikyu, L79, M 216/216\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 312/312\n-singleturn p1a: Dunsparce move: Roost\nturn 3\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nmove p1a: Dunsparce Earthquake p2a: Mimikyu\n-activate p2a: Mimikyu ability: Disguise\n-damage p2a: Mimikyu 216/216\ndetailschange p2a: Mimikyu Mimikyu-Busted, L79, M\n-damage p2a: Mimikyu 189/216 [from] pokemon: Mimikyu-Busted\nturn 4\nswitch p1a: Spidops Spidops, L96, F 271/271\nmove p2a: Mimikyu Swords Dance p2a: Mimikyu\n-boost p2a: Mimikyu atk 2\nturn 5\nmove p2a: Mimikyu Play Rough p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-damage p2a: Mimikyu 168/216 [from] item: Life Orb\nswitch p1a: Oricorio Oricorio-Pom-Pom, L83, F 260/260\nturn 6\nmove p1a: Oricorio Revelation Dance p2a: Mimikyu\n-damage p2a: Mimikyu 86/216\nmove p2a: Mimikyu Play Rough p1a: Oricorio\n-damage p1a: Oricorio 0 fnt\nfaint p1a: Oricorio\n-damage p2a: Mimikyu 65/216 [from] item: Life Orb\nswitch p1a: Greninja Greninja, L80, M 246/246\nturn 7\nswitch p2a: Diancie Diancie, L82 216/216\nmove p1a: Greninja Dark Pulse p2a: Diancie\n-damage p2a: Diancie 191/216\n-damage p1a: Greninja 222/246 [from] item: Life Orb\nturn 8\nswitch p1a: Veluza Veluza, L85, M 292/292\nmove p2a: Diancie Body Press p1a: Veluza\n-damage p1a: Veluza 253/292\nturn 9\nswitch p2a: Masquerain Masquerain, L87, F 264/264\n-ability p2a: Masquerain Intimidate boost\n-unboost p1a: Veluza atk 1\nmove p1a: Veluza Fillet Away p1a: Veluza\n-boost p1a: Veluza atk 2\n-boost p1a: Veluza spa 2\n-boost p1a: Veluza spe 2\n-damage p1a: Veluza 107/292\n-enditem p1a: Veluza Sitrus Berry [eat]\n-heal p1a: Veluza 180/292 [from] item: Sitrus Berry\nturn 10\nmove p1a: Veluza Psycho Cut p2a: Masquerain\n-damage p2a: Masquerain 0 fnt\nfaint p2a: Masquerain\nswitch p2a: Regieleki Regieleki, L78 253/253\nturn 11\nswitch p1a: Blissey Blissey, L84, F 566/566\nmove p2a: Regieleki Volt Switch p1a: Blissey\n-damage p1a: Blissey 485/566\nswitch p2a: Lurantis Lurantis, L88, F 266/266 [from] Volt Switch\n-heal p1a: Blissey 520/566 [from] item: Leftovers\nturn 12\nmove p1a: Blissey Stealth Rock p2a: Lurantis\n-sidestart p2: Hiimmaric move: Stealth Rock\nmove p2a: Lurantis Superpower p1a: Blissey\n-damage p1a: Blissey 0 fnt\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\nfaint p1a: Blissey\nswitch p1a: Veluza Veluza, L85, M 180/292\nturn 13\nmove p1a: Veluza Psycho Cut p2a: Lurantis\n-damage p2a: Lurantis 196/266\nmove p2a: Lurantis Leech Life p1a: Veluza\n-damage p1a: Veluza 0 fnt\n-heal p2a: Lurantis 266/266 [from] drain [of] p1a: Veluza\nfaint p1a: Veluza\nswitch p1a: Greninja Greninja, L80, M 222/246\nturn 14\n-terastallize p1a: Greninja Poison\nmove p1a: Greninja Gunk Shot p2a: Lurantis\n-damage p2a: Lurantis 61/266\n-status p2a: Lurantis psn\n-damage p1a: Greninja 198/246 [from] item: Life Orb\nmove p2a: Lurantis Superpower p1a: Greninja\n-damage p1a: Greninja 108/246\n-boost p2a: Lurantis atk 1\n-boost p2a: Lurantis def 1\n-damage p2a: Lurantis 28/266 psn [from] psn\nturn 15\nmove p1a: Greninja Hydro Pump p2a: Lurantis\n-damage p2a: Lurantis 0 fnt\nfaint p2a: Lurantis\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 84/246 [from] item: Life Orb\nswitch p2a: Mimikyu Mimikyu-Busted, L79, M 65/216\n-damage p2a: Mimikyu 38/216 [from] Stealth Rock\nturn 16\nmove p2a: Mimikyu Shadow Sneak p1a: Greninja\n-damage p1a: Greninja 28/246\n-damage p2a: Mimikyu 17/216 [from] item: Life Orb\nmove p1a: Greninja Dark Pulse p2a: Mimikyu\n-damage p2a: Mimikyu 0 fnt\nfaint p2a: Mimikyu\n-damage p1a: Greninja 4/246 [from] item: Life Orb\nswitch p2a: Diancie Diancie, L82 191/216\n-damage p2a: Diancie 164/216 [from] Stealth Rock\nturn 17\n-terastallize p2a: Diancie Fighting\nmove p1a: Greninja Hydro Pump p2a: Diancie\n-damage p2a: Diancie 63/216\n-damage p1a: Greninja 0 fnt [from] item: Life Orb\nfaint p1a: Greninja\nmove p2a: Diancie Diamond Storm p1: Greninja [notarget]\nswitch p1a: Dunsparce Dunsparce, L86, M 312/312\nturn 18\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 142/312\nmove p1a: Dunsparce Body Slam p2a: Diancie\n-damage p2a: Diancie 12/216\n-status p2a: Diancie par\nturn 19\nmove p1a: Dunsparce Coil p1a: Dunsparce\n-boost p1a: Dunsparce atk 1\n-boost p1a: Dunsparce def 1\n-boost p1a: Dunsparce accuracy 1\nmove p2a: Diancie Body Press p1a: Dunsparce\n-damage p1a: Dunsparce 22/312\nturn 20\nswitch p2a: Regieleki Regieleki, L78 253/253\n-damage p2a: Regieleki 222/253 [from] Stealth Rock\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 178/312\n-singleturn p1a: Dunsparce move: Roost\nturn 21\nmove p2a: Regieleki Volt Switch p1a: Dunsparce\n-damage p1a: Dunsparce 100/312\nswitch p2a: Diancie Diancie, L82, tera:Fighting 12/216 par [from] Volt Switch\n-damage p2a: Diancie 0 fnt [from] Stealth Rock\nfaint p2a: Diancie\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 256/312\n-singleturn p1a: Dunsparce move: Roost\nswitch p2a: Regieleki Regieleki, L78 222/253\n-damage p2a: Regieleki 191/253 [from] Stealth Rock\nturn 22\nmove p2a: Regieleki Thunderbolt p1a: Dunsparce\n-damage p1a: Dunsparce 148/312\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 304/312\n-singleturn p1a: Dunsparce move: Roost\nturn 23\nmove p2a: Regieleki Thunderbolt p1a: Dunsparce\n-damage p1a: Dunsparce 198/312\nmove p1a: Dunsparce Earthquake p2a: Regieleki\n-damage p2a: Regieleki 0 fnt\nfaint p2a: Regieleki\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nturn 24\nmove p2a: Cinccino Tail Slap p1a: Dunsparce\n-damage p1a: Dunsparce 177/312\n-damage p1a: Dunsparce 158/312\n-damage p1a: Dunsparce 139/312\n-damage p1a: Dunsparce 118/312\nmove p1a: Dunsparce Roost p1a: Dunsparce\n-heal p1a: Dunsparce 274/312\n-singleturn p1a: Dunsparce move: Roost\n\nHere is the impact of the player's dunsparce moves and the hp range that the move will do:\nroost: 0 - 0\nearthquake: 19% - 23%\nbodyslam: 24% - 29%\ncoil: 0 - 0\n\n\nHere is the impact of the opponent's cinccino moves and the hp range that the move will do:\ntailslap: 20% - 26%\n\n\nThe winner's active Pokemon is dunsparce. They had the following choices:\n0. /choose move roost\n1. /choose move earthquake\n2. /choose move bodyslam\n3. /choose move coil\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,336
gen9randombattle-2066511897
2,200
|j|☆abyssalcrusader27 |j|☆yes or no my dude❀ |t:|1708764274 |gametype|singles |player|p1|abyssalcrusader27|phorus-unite|2219 |player|p2|yes or no my dude❀|#rbtt7teamdarkraif|2228 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1708764274 |start |switch|p1a: Cetitan|Cetitan, L82, F|413/413 |switch|p2a: Terrakion|Terrakion, L79|273/273 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by yes or no my dude❀) |inactive|abyssalcrusader27 also wants the timer to be on. |c|☆abyssalcrusader27|i pick yes | |t:|1708764294 |-terastallize|p1a: Cetitan|Fairy |move|p2a: Terrakion|Stone Edge|p1a: Cetitan |-damage|p1a: Cetitan|197/413 |move|p1a: Cetitan|Play Rough|p2a: Terrakion |-supereffective|p2a: Terrakion |-damage|p2a: Terrakion|0 fnt |faint|p2a: Terrakion | |upkeep | |t:|1708764302 |switch|p2a: Reshiram|Reshiram, L76|277/277 |-ability|p2a: Reshiram|Turboblaze |turn|2 | |t:|1708764315 |switch|p1a: Arbok|Arbok, L87, F|246/246 |-ability|p1a: Arbok|Intimidate|boost |-unboost|p2a: Reshiram|atk|1 |move|p2a: Reshiram|Blue Flare|p1a: Arbok|[miss] |-miss|p2a: Reshiram|p1a: Arbok | |upkeep |turn|3 | |t:|1708764325 |switch|p2a: Abomasnow|Abomasnow, L85, F|291/291 |-weather|Snow|[from] ability: Snow Warning|[of] p2a: Abomasnow |move|p1a: Arbok|Earthquake|p2a: Abomasnow |-resisted|p2a: Abomasnow |-damage|p2a: Abomasnow|256/291 |-damage|p1a: Arbok|222/246|[from] item: Life Orb | |-weather|Snow|[upkeep] |upkeep |turn|4 | |t:|1708764341 |move|p1a: Arbok|Gunk Shot|p2a: Abomasnow |-supereffective|p2a: Abomasnow |-damage|p2a: Abomasnow|4/291 |-status|p2a: Abomasnow|psn |-damage|p1a: Arbok|198/246|[from] item: Life Orb |move|p2a: Abomasnow|Aurora Veil|p2a: Abomasnow |-sidestart|p2: yes or no my dude❀|move: Aurora Veil | |-weather|Snow|[upkeep] |-damage|p2a: Abomasnow|0 fnt|[from] psn |faint|p2a: Abomasnow |upkeep | |t:|1708764357 |switch|p2a: Quaquaval|Quaquaval, L79, M|264/264 |turn|5 | |t:|1708764368 |move|p1a: Arbok|Coil|p1a: Arbok |-boost|p1a: Arbok|atk|1 |-boost|p1a: Arbok|def|1 |-boost|p1a: Arbok|accuracy|1 |move|p2a: Quaquaval|Aqua Step|p1a: Arbok |-damage|p1a: Arbok|103/246 |-boost|p2a: Quaquaval|spe|1 |-damage|p2a: Quaquaval|238/264|[from] item: Life Orb | |-weather|Snow|[upkeep] |upkeep |turn|6 | |t:|1708764374 |move|p2a: Quaquaval|Knock Off|p1a: Arbok |-damage|p1a: Arbok|28/246 |-enditem|p1a: Arbok|Life Orb|[from] move: Knock Off|[of] p2a: Quaquaval |-damage|p2a: Quaquaval|212/264|[from] item: Life Orb |move|p1a: Arbok|Gunk Shot|p2a: Quaquaval |-damage|p2a: Quaquaval|95/264 |-status|p2a: Quaquaval|psn | |-weather|Snow|[upkeep] |-damage|p2a: Quaquaval|62/264 psn|[from] psn |upkeep |turn|7 | |t:|1708764383 |move|p1a: Arbok|Sucker Punch|p2a: Quaquaval |-resisted|p2a: Quaquaval |-damage|p2a: Quaquaval|40/264 psn |move|p2a: Quaquaval|Aqua Step|p1a: Arbok |-damage|p1a: Arbok|0 fnt |-boost|p2a: Quaquaval|spe|1 |faint|p1a: Arbok |-ability|p2a: Quaquaval|Moxie|boost |-boost|p2a: Quaquaval|atk|1 |-damage|p2a: Quaquaval|14/264 psn|[from] item: Life Orb | |-weather|none |-damage|p2a: Quaquaval|0 fnt|[from] psn |faint|p2a: Quaquaval |upkeep | |t:|1708764394 |switch|p1a: Electrode|Electrode, L92|260/260 |switch|p2a: Reshiram|Reshiram, L76|277/277 |-ability|p2a: Reshiram|Turboblaze |turn|8 | |t:|1708764402 |move|p1a: Electrode|Taunt|p2a: Reshiram |-start|p2a: Reshiram|move: Taunt |move|p2a: Reshiram|Earth Power|p1a: Electrode |-supereffective|p1a: Electrode |-damage|p1a: Electrode|118/260 | |upkeep |turn|9 | |t:|1708764409 |move|p1a: Electrode|Thunderbolt|p2a: Reshiram |-resisted|p2a: Reshiram |-damage|p2a: Reshiram|258/277 |move|p2a: Reshiram|Earth Power|p1a: Electrode |-supereffective|p1a: Electrode |-damage|p1a: Electrode|0 fnt |faint|p1a: Electrode | |upkeep | |t:|1708764415 |switch|p1a: Spidops|Spidops, L96, F|271/271 |turn|10 | |t:|1708764419 |move|p2a: Reshiram|Blue Flare|p1a: Spidops |-supereffective|p1a: Spidops |-damage|p1a: Spidops|0 fnt |faint|p1a: Spidops | |-end|p2a: Reshiram|move: Taunt |upkeep | |t:|1708764424 |switch|p1a: Cetitan|Cetitan, L82, F, tera:Fairy|197/413 |turn|11 | |t:|1708764428 |move|p2a: Reshiram|Blue Flare|p1a: Cetitan |-damage|p1a: Cetitan|0 fnt |faint|p1a: Cetitan | |-sideend|p2: yes or no my dude❀|move: Aurora Veil |upkeep | |t:|1708764431 |switch|p1a: Flapple|Flapple, L88, M|266/266 |turn|12 | |t:|1708764435 |move|p2a: Reshiram|Draco Meteor|p1a: Flapple |-supereffective|p1a: Flapple |-damage|p1a: Flapple|0 fnt |-unboost|p2a: Reshiram|spa|2 |faint|p1a: Flapple | |upkeep | |t:|1708764438 |switch|p1a: Lucario|Lucario, L84, F|255/255 |turn|13 | |t:|1708764446 |move|p1a: Lucario|Stone Edge|p2a: Reshiram|[miss] |-miss|p1a: Lucario|p2a: Reshiram |move|p2a: Reshiram|Will-O-Wisp|p1a: Lucario |-status|p1a: Lucario|brn | |-damage|p1a: Lucario|240/255 brn|[from] brn |upkeep |turn|14 |-message|abyssalcrusader27 forfeited. | |win|yes or no my dude❀ |raw|abyssalcrusader27's rating: 2219 &rarr; <strong>2200</strong><br />(-19 for losing) |raw|yes or no my dude❀'s rating: 2228 &rarr; <strong>2247</strong><br />(+19 for winning) |l|☆abyssalcrusader27 |player|p1| |l|☆yes or no my dude❀ |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\n\nHere is the impact of the player's terrakion moves and the hp range that the move will do:\nstoneedge: 17% - 20%\n\n\nHere is the impact of the opponent's cetitan moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is terrakion. They had the following choices:\n0. /choose move stoneedge\n1. /choose switch reshiram\n2. /choose switch abomasnow\n3. /choose switch quaquaval\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\n\nHere is the impact of the player's reshiram moves and the hp range that the move will do:\nblueflare: 28% - 34%\nearthpower: 26% - 31%\ndracometeor: 28% - 34%\nwillowisp: 0 - 0\n\n\nHere is the impact of the opponent's arbok moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is reshiram. They had the following choices:\n0. /choose move blueflare\n1. /choose move earthpower\n2. /choose move dracometeor\n3. /choose move willowisp\n4. /choose switch abomasnow\n5. /choose switch quaquaval\n\n\nThe winner chose to do the following:\n/choose switch abomasnow\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\nturn 3\nswitch p2a: Abomasnow Abomasnow, L85, F 291/291\n-weather Snow [from] ability: Snow Warning [of] p2a: Abomasnow\nmove p1a: Arbok Earthquake p2a: Abomasnow\n-damage p2a: Abomasnow 256/291\n-damage p1a: Arbok 222/246 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 4\nmove p1a: Arbok Gunk Shot p2a: Abomasnow\n-damage p2a: Abomasnow 4/291\n-status p2a: Abomasnow psn\n-damage p1a: Arbok 198/246 [from] item: Life Orb\nmove p2a: Abomasnow Aurora Veil p2a: Abomasnow\n-sidestart p2: yes or no my dude❀ move: Aurora Veil\n-weather Snow [upkeep]\n-damage p2a: Abomasnow 0 fnt [from] psn\nfaint p2a: Abomasnow\nswitch p2a: Quaquaval Quaquaval, L79, M 264/264\n\nHere is the impact of the player's quaquaval moves and the hp range that the move will do:\naquastep: 21% - 25%\nknockoff: 17% - 20%\n\n\nHere is the impact of the opponent's arbok moves and the hp range that the move will do:\nearthquake: 39% - 45%\ngunkshot: 69% - 81%\n\n\nThe winner's active Pokemon is quaquaval. They had the following choices:\n0. /choose move aquastep\n1. /choose move knockoff\n2. /choose switch reshiram\n\n\nThe winner chose to do the following:\n/choose move aquastep\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\nturn 3\nswitch p2a: Abomasnow Abomasnow, L85, F 291/291\n-weather Snow [from] ability: Snow Warning [of] p2a: Abomasnow\nmove p1a: Arbok Earthquake p2a: Abomasnow\n-damage p2a: Abomasnow 256/291\n-damage p1a: Arbok 222/246 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 4\nmove p1a: Arbok Gunk Shot p2a: Abomasnow\n-damage p2a: Abomasnow 4/291\n-status p2a: Abomasnow psn\n-damage p1a: Arbok 198/246 [from] item: Life Orb\nmove p2a: Abomasnow Aurora Veil p2a: Abomasnow\n-sidestart p2: yes or no my dude❀ move: Aurora Veil\n-weather Snow [upkeep]\n-damage p2a: Abomasnow 0 fnt [from] psn\nfaint p2a: Abomasnow\nswitch p2a: Quaquaval Quaquaval, L79, M 264/264\nturn 5\nmove p1a: Arbok Coil p1a: Arbok\n-boost p1a: Arbok atk 1\n-boost p1a: Arbok def 1\n-boost p1a: Arbok accuracy 1\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 103/246\n-boost p2a: Quaquaval spe 1\n-damage p2a: Quaquaval 238/264 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 6\nmove p2a: Quaquaval Knock Off p1a: Arbok\n-damage p1a: Arbok 28/246\n-enditem p1a: Arbok Life Orb [from] move: Knock Off [of] p2a: Quaquaval\n-damage p2a: Quaquaval 212/264 [from] item: Life Orb\nmove p1a: Arbok Gunk Shot p2a: Quaquaval\n-damage p2a: Quaquaval 95/264\n-status p2a: Quaquaval psn\n-weather Snow [upkeep]\n-damage p2a: Quaquaval 62/264 psn [from] psn\n\nHere is the impact of the player's quaquaval moves and the hp range that the move will do:\naquastep: 134% - 158%\nknockoff: 73% - 87%\n\n\nHere is the impact of the opponent's arbok moves and the hp range that the move will do:\nearthquake: 190% - 224%\ngunkshot: 340% - 401%\ncoil: 0 - 0\n\n\nThe winner's active Pokemon is quaquaval. They had the following choices:\n0. /choose move aquastep\n1. /choose move knockoff\n2. /choose switch reshiram\n\n\nThe winner chose to do the following:\n/choose move aquastep\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\nturn 3\nswitch p2a: Abomasnow Abomasnow, L85, F 291/291\n-weather Snow [from] ability: Snow Warning [of] p2a: Abomasnow\nmove p1a: Arbok Earthquake p2a: Abomasnow\n-damage p2a: Abomasnow 256/291\n-damage p1a: Arbok 222/246 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 4\nmove p1a: Arbok Gunk Shot p2a: Abomasnow\n-damage p2a: Abomasnow 4/291\n-status p2a: Abomasnow psn\n-damage p1a: Arbok 198/246 [from] item: Life Orb\nmove p2a: Abomasnow Aurora Veil p2a: Abomasnow\n-sidestart p2: yes or no my dude❀ move: Aurora Veil\n-weather Snow [upkeep]\n-damage p2a: Abomasnow 0 fnt [from] psn\nfaint p2a: Abomasnow\nswitch p2a: Quaquaval Quaquaval, L79, M 264/264\nturn 5\nmove p1a: Arbok Coil p1a: Arbok\n-boost p1a: Arbok atk 1\n-boost p1a: Arbok def 1\n-boost p1a: Arbok accuracy 1\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 103/246\n-boost p2a: Quaquaval spe 1\n-damage p2a: Quaquaval 238/264 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 6\nmove p2a: Quaquaval Knock Off p1a: Arbok\n-damage p1a: Arbok 28/246\n-enditem p1a: Arbok Life Orb [from] move: Knock Off [of] p2a: Quaquaval\n-damage p2a: Quaquaval 212/264 [from] item: Life Orb\nmove p1a: Arbok Gunk Shot p2a: Quaquaval\n-damage p2a: Quaquaval 95/264\n-status p2a: Quaquaval psn\n-weather Snow [upkeep]\n-damage p2a: Quaquaval 62/264 psn [from] psn\nturn 7\nmove p1a: Arbok Sucker Punch p2a: Quaquaval\n-damage p2a: Quaquaval 40/264 psn\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 0 fnt\n-boost p2a: Quaquaval spe 1\nfaint p1a: Arbok\n-ability p2a: Quaquaval Moxie boost\n-boost p2a: Quaquaval atk 1\n-damage p2a: Quaquaval 14/264 psn [from] item: Life Orb\n-weather none\n-damage p2a: Quaquaval 0 fnt [from] psn\nfaint p2a: Quaquaval\nswitch p1a: Electrode Electrode, L92 260/260\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 8\nmove p1a: Electrode Taunt p2a: Reshiram\n-start p2a: Reshiram move: Taunt\nmove p2a: Reshiram Earth Power p1a: Electrode\n-damage p1a: Electrode 118/260\n\nHere is the impact of the player's reshiram moves and the hp range that the move will do:\nblueflare: 54% - 63%\nearthpower: 49% - 58%\ndracometeor: 54% - 63%\nwillowisp: 0 - 0\n\n\nHere is the impact of the opponent's electrode moves and the hp range that the move will do:\ntaunt: 0 - 0\n\n\nThe winner's active Pokemon is reshiram. They had the following choices:\n0. /choose move blueflare\n1. /choose move earthpower\n2. /choose move dracometeor\n3. /choose move willowisp\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\nturn 3\nswitch p2a: Abomasnow Abomasnow, L85, F 291/291\n-weather Snow [from] ability: Snow Warning [of] p2a: Abomasnow\nmove p1a: Arbok Earthquake p2a: Abomasnow\n-damage p2a: Abomasnow 256/291\n-damage p1a: Arbok 222/246 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 4\nmove p1a: Arbok Gunk Shot p2a: Abomasnow\n-damage p2a: Abomasnow 4/291\n-status p2a: Abomasnow psn\n-damage p1a: Arbok 198/246 [from] item: Life Orb\nmove p2a: Abomasnow Aurora Veil p2a: Abomasnow\n-sidestart p2: yes or no my dude❀ move: Aurora Veil\n-weather Snow [upkeep]\n-damage p2a: Abomasnow 0 fnt [from] psn\nfaint p2a: Abomasnow\nswitch p2a: Quaquaval Quaquaval, L79, M 264/264\nturn 5\nmove p1a: Arbok Coil p1a: Arbok\n-boost p1a: Arbok atk 1\n-boost p1a: Arbok def 1\n-boost p1a: Arbok accuracy 1\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 103/246\n-boost p2a: Quaquaval spe 1\n-damage p2a: Quaquaval 238/264 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 6\nmove p2a: Quaquaval Knock Off p1a: Arbok\n-damage p1a: Arbok 28/246\n-enditem p1a: Arbok Life Orb [from] move: Knock Off [of] p2a: Quaquaval\n-damage p2a: Quaquaval 212/264 [from] item: Life Orb\nmove p1a: Arbok Gunk Shot p2a: Quaquaval\n-damage p2a: Quaquaval 95/264\n-status p2a: Quaquaval psn\n-weather Snow [upkeep]\n-damage p2a: Quaquaval 62/264 psn [from] psn\nturn 7\nmove p1a: Arbok Sucker Punch p2a: Quaquaval\n-damage p2a: Quaquaval 40/264 psn\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 0 fnt\n-boost p2a: Quaquaval spe 1\nfaint p1a: Arbok\n-ability p2a: Quaquaval Moxie boost\n-boost p2a: Quaquaval atk 1\n-damage p2a: Quaquaval 14/264 psn [from] item: Life Orb\n-weather none\n-damage p2a: Quaquaval 0 fnt [from] psn\nfaint p2a: Quaquaval\nswitch p1a: Electrode Electrode, L92 260/260\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 8\nmove p1a: Electrode Taunt p2a: Reshiram\n-start p2a: Reshiram move: Taunt\nmove p2a: Reshiram Earth Power p1a: Electrode\n-damage p1a: Electrode 118/260\nturn 9\nmove p1a: Electrode Thunderbolt p2a: Reshiram\n-damage p2a: Reshiram 258/277\nmove p2a: Reshiram Earth Power p1a: Electrode\n-damage p1a: Electrode 0 fnt\nfaint p1a: Electrode\nswitch p1a: Spidops Spidops, L96, F 271/271\nturn 10\nmove p2a: Reshiram Blue Flare p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-end p2a: Reshiram move: Taunt\nswitch p1a: Cetitan Cetitan, L82, F, tera:Fairy 197/413\n\nHere is the impact of the player's reshiram moves and the hp range that the move will do:\nblueflare: 29% - 34%\nearthpower: 13% - 15%\ndracometeor: 0 - 0\nwillowisp: 0 - 0\n\n\nHere is the impact of the opponent's cetitan moves and the hp range that the move will do:\nplayrough: 36% - 43%\n\n\nThe winner's active Pokemon is reshiram. They had the following choices:\n0. /choose move blueflare\n1. /choose move earthpower\n2. /choose move dracometeor\n3. /choose move willowisp\n\n\nThe winner chose to do the following:\n/choose move blueflare\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cetitan Cetitan, L82, F 413/413\nswitch p2a: Terrakion Terrakion, L79 273/273\nturn 1\n-terastallize p1a: Cetitan Fairy\nmove p2a: Terrakion Stone Edge p1a: Cetitan\n-damage p1a: Cetitan 197/413\nmove p1a: Cetitan Play Rough p2a: Terrakion\n-damage p2a: Terrakion 0 fnt\nfaint p2a: Terrakion\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 2\nswitch p1a: Arbok Arbok, L87, F 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Reshiram atk 1\nmove p2a: Reshiram Blue Flare p1a: Arbok [miss]\nturn 3\nswitch p2a: Abomasnow Abomasnow, L85, F 291/291\n-weather Snow [from] ability: Snow Warning [of] p2a: Abomasnow\nmove p1a: Arbok Earthquake p2a: Abomasnow\n-damage p2a: Abomasnow 256/291\n-damage p1a: Arbok 222/246 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 4\nmove p1a: Arbok Gunk Shot p2a: Abomasnow\n-damage p2a: Abomasnow 4/291\n-status p2a: Abomasnow psn\n-damage p1a: Arbok 198/246 [from] item: Life Orb\nmove p2a: Abomasnow Aurora Veil p2a: Abomasnow\n-sidestart p2: yes or no my dude❀ move: Aurora Veil\n-weather Snow [upkeep]\n-damage p2a: Abomasnow 0 fnt [from] psn\nfaint p2a: Abomasnow\nswitch p2a: Quaquaval Quaquaval, L79, M 264/264\nturn 5\nmove p1a: Arbok Coil p1a: Arbok\n-boost p1a: Arbok atk 1\n-boost p1a: Arbok def 1\n-boost p1a: Arbok accuracy 1\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 103/246\n-boost p2a: Quaquaval spe 1\n-damage p2a: Quaquaval 238/264 [from] item: Life Orb\n-weather Snow [upkeep]\nturn 6\nmove p2a: Quaquaval Knock Off p1a: Arbok\n-damage p1a: Arbok 28/246\n-enditem p1a: Arbok Life Orb [from] move: Knock Off [of] p2a: Quaquaval\n-damage p2a: Quaquaval 212/264 [from] item: Life Orb\nmove p1a: Arbok Gunk Shot p2a: Quaquaval\n-damage p2a: Quaquaval 95/264\n-status p2a: Quaquaval psn\n-weather Snow [upkeep]\n-damage p2a: Quaquaval 62/264 psn [from] psn\nturn 7\nmove p1a: Arbok Sucker Punch p2a: Quaquaval\n-damage p2a: Quaquaval 40/264 psn\nmove p2a: Quaquaval Aqua Step p1a: Arbok\n-damage p1a: Arbok 0 fnt\n-boost p2a: Quaquaval spe 1\nfaint p1a: Arbok\n-ability p2a: Quaquaval Moxie boost\n-boost p2a: Quaquaval atk 1\n-damage p2a: Quaquaval 14/264 psn [from] item: Life Orb\n-weather none\n-damage p2a: Quaquaval 0 fnt [from] psn\nfaint p2a: Quaquaval\nswitch p1a: Electrode Electrode, L92 260/260\nswitch p2a: Reshiram Reshiram, L76 277/277\n-ability p2a: Reshiram Turboblaze\nturn 8\nmove p1a: Electrode Taunt p2a: Reshiram\n-start p2a: Reshiram move: Taunt\nmove p2a: Reshiram Earth Power p1a: Electrode\n-damage p1a: Electrode 118/260\nturn 9\nmove p1a: Electrode Thunderbolt p2a: Reshiram\n-damage p2a: Reshiram 258/277\nmove p2a: Reshiram Earth Power p1a: Electrode\n-damage p1a: Electrode 0 fnt\nfaint p1a: Electrode\nswitch p1a: Spidops Spidops, L96, F 271/271\nturn 10\nmove p2a: Reshiram Blue Flare p1a: Spidops\n-damage p1a: Spidops 0 fnt\nfaint p1a: Spidops\n-end p2a: Reshiram move: Taunt\nswitch p1a: Cetitan Cetitan, L82, F, tera:Fairy 197/413\nturn 11\nmove p2a: Reshiram Blue Flare p1a: Cetitan\n-damage p1a: Cetitan 0 fnt\nfaint p1a: Cetitan\n-sideend p2: yes or no my dude❀ move: Aurora Veil\nswitch p1a: Flapple Flapple, L88, M 266/266\nturn 12\nmove p2a: Reshiram Draco Meteor p1a: Flapple\n-damage p1a: Flapple 0 fnt\n-unboost p2a: Reshiram spa 2\nfaint p1a: Flapple\nswitch p1a: Lucario Lucario, L84, F 255/255\n\nHere is the impact of the player's reshiram moves and the hp range that the move will do:\nblueflare: 30% - 36%\nearthpower: 14% - 16%\ndracometeor: 7% - 8%\nwillowisp: 0 - 0\n\n\nHere is the impact of the opponent's lucario moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is reshiram. They had the following choices:\n0. /choose move blueflare\n1. /choose move earthpower\n2. /choose move dracometeor\n3. /choose move willowisp\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,337
gen9randombattle-2066310018
2,200
|j|☆Rupert Shmurdoch |j|☆MichaelderBeste2 |t:|1708735061 |gametype|singles |player|p1|Rupert Shmurdoch|zinzolin|2173 |player|p2|MichaelderBeste2|#smogonxnpa2024draftee2|2288 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1708735061 |start |switch|p1a: Incineroar|Incineroar, L84, M|297/297 |switch|p2a: Duraludon|Duraludon, L82, F|249/249 |-ability|p1a: Incineroar|Intimidate|boost |-unboost|p2a: Duraludon|atk|1 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Rupert Shmurdoch) | |t:|1708735089 |move|p2a: Duraludon|Draco Meteor|p1a: Incineroar |-damage|p1a: Incineroar|135/297 |-unboost|p2a: Duraludon|spa|2 |move|p1a: Incineroar|Knock Off|p2a: Duraludon |-damage|p2a: Duraludon|186/249 |-enditem|p2a: Duraludon|Eviolite|[from] move: Knock Off|[of] p1a: Incineroar | |upkeep |turn|2 | |t:|1708735102 |move|p2a: Duraludon|Body Press|p1a: Incineroar |-supereffective|p1a: Incineroar |-damage|p1a: Incineroar|19/297 |move|p1a: Incineroar|Trailblaze|p2a: Duraludon |-resisted|p2a: Duraludon |-damage|p2a: Duraludon|178/249 |-boost|p1a: Incineroar|spe|1 | |upkeep |turn|3 | |t:|1708735113 |switch|p2a: Toxapex|Toxapex, L82, M|216/216 |move|p1a: Incineroar|Flare Blitz|p2a: Toxapex |-resisted|p2a: Toxapex |-damage|p2a: Toxapex|165/216 |-damage|p1a: Incineroar|2/297|[from] Recoil | |-heal|p2a: Toxapex|178/216|[from] item: Leftovers |upkeep |turn|4 | |t:|1708735118 |move|p1a: Incineroar|Knock Off|p2a: Toxapex |-damage|p2a: Toxapex|99/216 |-enditem|p2a: Toxapex|Leftovers|[from] move: Knock Off|[of] p1a: Incineroar |move|p2a: Toxapex|Recover|p2a: Toxapex |-heal|p2a: Toxapex|207/216 | |upkeep |turn|5 | |t:|1708735127 |switch|p1a: Magnezone|Magnezone, L85|258/258 |move|p2a: Toxapex|Toxic|p1a: Magnezone |-immune|p1a: Magnezone | |upkeep |turn|6 | |t:|1708735155 |switch|p2a: Quagsire|Quagsire, L84, M|297/297 |move|p1a: Magnezone|Volt Switch|p2a: Quagsire |-immune|p2a: Quagsire | |upkeep |turn|7 | |t:|1708735163 |switch|p1a: Tsareena|Tsareena, L87, F|267/267 |move|p2a: Quagsire|Spikes|p1a: Tsareena |-sidestart|p1: Rupert Shmurdoch|Spikes | |upkeep |turn|8 | |t:|1708735170 |switch|p2a: Duraludon|Duraludon, L82, F|178/249 |move|p1a: Tsareena|U-turn|p2a: Duraludon |-resisted|p2a: Duraludon |-damage|p2a: Duraludon|150/249 | |t:|1708735185 |switch|p1a: Clodsire|Clodsire, L81, F|343/343|[from] U-turn |-damage|p1a: Clodsire|301/343|[from] Spikes | |-heal|p1a: Clodsire|322/343|[from] item: Leftovers |upkeep |turn|9 | |t:|1708735192 |switch|p2a: Krookodile|Krookodile, L80, M|283/283 |-ability|p2a: Krookodile|Intimidate|boost |-unboost|p1a: Clodsire|atk|1 |move|p1a: Clodsire|Stealth Rock|p2a: Krookodile |-sidestart|p2: MichaelderBeste2|move: Stealth Rock | |-heal|p1a: Clodsire|343/343|[from] item: Leftovers |upkeep |turn|10 | |t:|1708735198 |switch|p1a: Incineroar|Incineroar, L84, M|2/297 |-ability|p1a: Incineroar|Intimidate|boost |-unboost|p2a: Krookodile|atk|1 |move|p2a: Krookodile|Bulk Up|p2a: Krookodile |-boost|p2a: Krookodile|atk|1 |-boost|p2a: Krookodile|def|1 | |upkeep |turn|11 | |t:|1708735209 |move|p2a: Krookodile|Knock Off|p1a: Incineroar |-resisted|p1a: Incineroar |-damage|p1a: Incineroar|0 fnt |-enditem|p1a: Incineroar|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Krookodile |faint|p1a: Incineroar |-damage|p2a: Krookodile|255/283|[from] item: Life Orb | |upkeep | |t:|1708735214 |switch|p1a: Iron Bundle|Iron Bundle, L77|213/213 |-damage|p1a: Iron Bundle|187/213|[from] Spikes |turn|12 | |t:|1708735221 |switch|p2a: Regice|Regice, L87|281/281 |move|p1a: Iron Bundle|Flip Turn|p2a: Regice |-crit|p2a: Regice |-damage|p2a: Regice|223/281 | |t:|1708735230 |-end|p1a: Iron Bundle|Quark Drive|[silent] |switch|p1a: Magnezone|Magnezone, L85|258/258|[from] Flip Turn |-damage|p1a: Magnezone|226/258|[from] Spikes | |upkeep |turn|13 | |t:|1708735249 |switch|p2a: Quagsire|Quagsire, L84, M|297/297 |-damage|p2a: Quagsire|279/297|[from] Stealth Rock |move|p1a: Magnezone|Flash Cannon|p2a: Quagsire |-resisted|p2a: Quagsire |-damage|p2a: Quagsire|214/297 |-unboost|p2a: Quagsire|spd|1 | |-heal|p2a: Quagsire|232/297|[from] item: Leftovers |upkeep |turn|14 | |t:|1708735265 |switch|p1a: Tsareena|Tsareena, L87, F|267/267 |move|p2a: Quagsire|Spikes|p1a: Tsareena |-sidestart|p1: Rupert Shmurdoch|Spikes | |-heal|p2a: Quagsire|250/297|[from] item: Leftovers |upkeep |turn|15 | |t:|1708735273 |switch|p2a: Duraludon|Duraludon, L82, F|150/249 |-damage|p2a: Duraludon|135/249|[from] Stealth Rock |move|p1a: Tsareena|Knock Off|p2a: Duraludon |-damage|p2a: Duraludon|84/249 | |upkeep |turn|16 | |t:|1708735279 |move|p2a: Duraludon|Draco Meteor|p1a: Tsareena |-damage|p1a: Tsareena|140/267 |-unboost|p2a: Duraludon|spa|2 |move|p1a: Tsareena|U-turn|p2a: Duraludon |-resisted|p2a: Duraludon |-damage|p2a: Duraludon|59/249 | |t:|1708735303 |switch|p1a: Clodsire|Clodsire, L81, F|343/343|[from] U-turn |-damage|p1a: Clodsire|286/343|[from] Spikes | |-heal|p1a: Clodsire|307/343|[from] item: Leftovers |upkeep |turn|17 |inactive|MichaelderBeste2 has 120 seconds left. |inactive|MichaelderBeste2 has 90 seconds left. | |t:|1708735364 |switch|p2a: Krookodile|Krookodile, L80, M|255/283 |-damage|p2a: Krookodile|238/283|[from] Stealth Rock |-ability|p2a: Krookodile|Intimidate|boost |-unboost|p1a: Clodsire|atk|1 |move|p1a: Clodsire|Earthquake|p2a: Krookodile |-damage|p2a: Krookodile|181/283 | |-heal|p1a: Clodsire|328/343|[from] item: Leftovers |upkeep |turn|18 | |t:|1708735381 |switch|p1a: Iron Bundle|Iron Bundle, L77|187/213 |-damage|p1a: Iron Bundle|152/213|[from] Spikes |move|p2a: Krookodile|Earthquake|p1a: Iron Bundle |-damage|p1a: Iron Bundle|14/213 |-damage|p2a: Krookodile|153/283|[from] item: Life Orb | |upkeep |turn|19 |inactive|MichaelderBeste2 has 90 seconds left. | |t:|1708735427 |switch|p2a: Regice|Regice, L87|223/281 |move|p1a: Iron Bundle|Flip Turn|p2a: Regice |-damage|p2a: Regice|186/281 | |t:|1708735431 |-end|p1a: Iron Bundle|Quark Drive|[silent] |switch|p1a: Magnezone|Magnezone, L85|226/258|[from] Flip Turn |-damage|p1a: Magnezone|183/258|[from] Spikes | |upkeep |turn|20 | |t:|1708735440 |move|p1a: Magnezone|Flash Cannon|p2a: Regice |-supereffective|p2a: Regice |-damage|p2a: Regice|78/281 |move|p2a: Regice|Ice Beam|p1a: Magnezone |-resisted|p1a: Magnezone |-damage|p1a: Magnezone|150/258 | |upkeep |turn|21 | |t:|1708735451 |switch|p2a: Quagsire|Quagsire, L84, M|250/297 |-damage|p2a: Quagsire|232/297|[from] Stealth Rock |move|p1a: Magnezone|Flash Cannon|p2a: Quagsire |-resisted|p2a: Quagsire |-damage|p2a: Quagsire|162/297 | |-heal|p2a: Quagsire|180/297|[from] item: Leftovers |upkeep |turn|22 | |t:|1708735461 |switch|p1a: Tsareena|Tsareena, L87, F|140/267 |move|p2a: Quagsire|Ice Beam|p1a: Tsareena |-supereffective|p1a: Tsareena |-damage|p1a: Tsareena|54/267 | |-heal|p2a: Quagsire|198/297|[from] item: Leftovers |upkeep |turn|23 |inactive|MichaelderBeste2 has 90 seconds left. | |t:|1708735470 |switch|p2a: Toxapex|Toxapex, L82, M|216/216 |-damage|p2a: Toxapex|189/216|[from] Stealth Rock |move|p1a: Tsareena|Synthesis|p1a: Tsareena |-heal|p1a: Tsareena|187/267 | |upkeep |turn|24 | |t:|1708735485 |switch|p1a: Quagsire|Quagsire, L84, M|297/297 |-damage|p1a: Quagsire|248/297|[from] Spikes |move|p2a: Toxapex|Toxic|p1a: Quagsire |-status|p1a: Quagsire|tox | |-heal|p1a: Quagsire|266/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|248/297 tox|[from] psn |upkeep |turn|25 | |t:|1708735496 |move|p1a: Quagsire|Spikes|p2a: Toxapex |-sidestart|p2: MichaelderBeste2|Spikes |move|p2a: Toxapex|Recover|p2a: Toxapex |-heal|p2a: Toxapex|216/216 | |-heal|p1a: Quagsire|266/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|230/297 tox|[from] psn |upkeep |turn|26 | |t:|1708735505 |switch|p2a: Krookodile|Krookodile, L80, M|153/283 |-damage|p2a: Krookodile|136/283|[from] Stealth Rock |-damage|p2a: Krookodile|101/283|[from] Spikes |-ability|p2a: Krookodile|Intimidate|boost |-unboost|p1a: Quagsire|atk|1 |move|p1a: Quagsire|Earthquake|p2a: Krookodile |-damage|p2a: Krookodile|26/283 | |-heal|p1a: Quagsire|248/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|194/297 tox|[from] psn |upkeep |turn|27 |inactive|Rupert Shmurdoch has 120 seconds left. | |t:|1708735536 |switch|p1a: Iron Bundle|Iron Bundle, L77|14/213 |-damage|p1a: Iron Bundle|0 fnt|[from] Spikes |faint|p1a: Iron Bundle |-end|p1a: Iron Bundle|Quark Drive|[silent] |move|p2a: Krookodile|Knock Off|p1: Iron Bundle|[notarget] |-fail|p2a: Krookodile | |upkeep |inactive|Rupert Shmurdoch has 120 seconds left. | |t:|1708735542 |switch|p1a: Magnezone|Magnezone, L85|150/258 |-damage|p1a: Magnezone|107/258|[from] Spikes |turn|28 | |t:|1708735547 |switch|p2a: Quagsire|Quagsire, L84, M|198/297 |-damage|p2a: Quagsire|180/297|[from] Stealth Rock |-damage|p2a: Quagsire|143/297|[from] Spikes |move|p1a: Magnezone|Flash Cannon|p2a: Quagsire |-resisted|p2a: Quagsire |-crit|p2a: Quagsire |-damage|p2a: Quagsire|38/297 | |-heal|p2a: Quagsire|56/297|[from] item: Leftovers |upkeep |turn|29 | |t:|1708735556 |switch|p2a: Toxapex|Toxapex, L82, M|216/216 |-damage|p2a: Toxapex|189/216|[from] Stealth Rock |-damage|p2a: Toxapex|162/216|[from] Spikes |move|p1a: Magnezone|Flash Cannon|p2a: Toxapex |-resisted|p2a: Toxapex |-damage|p2a: Toxapex|123/216 | |upkeep |turn|30 | |t:|1708735567 |move|p1a: Magnezone|Thunderbolt|p2a: Toxapex |-supereffective|p2a: Toxapex |-damage|p2a: Toxapex|0 fnt |faint|p2a: Toxapex | |upkeep | |t:|1708735573 |switch|p2a: Raichu|Raichu, L88, M|249/249 |-damage|p2a: Raichu|218/249|[from] Stealth Rock |-damage|p2a: Raichu|187/249|[from] Spikes |turn|31 | |t:|1708735582 |switch|p1a: Clodsire|Clodsire, L81, F|328/343 |-damage|p1a: Clodsire|271/343|[from] Spikes |move|p2a: Raichu|Focus Blast|p1a: Clodsire |-resisted|p1a: Clodsire |-crit|p1a: Clodsire |-damage|p1a: Clodsire|185/343 |-damage|p2a: Raichu|163/249|[from] item: Life Orb | |-heal|p1a: Clodsire|206/343|[from] item: Leftovers |upkeep |turn|32 | |t:|1708735597 |switch|p2a: Quagsire|Quagsire, L84, M|56/297 |-damage|p2a: Quagsire|38/297|[from] Stealth Rock |-damage|p2a: Quagsire|1/297|[from] Spikes |move|p1a: Clodsire|Recover|p1a: Clodsire |-heal|p1a: Clodsire|343/343 | |-heal|p2a: Quagsire|19/297|[from] item: Leftovers |upkeep |turn|33 | |t:|1708735605 |switch|p1a: Tsareena|Tsareena, L87, F|187/267 |move|p2a: Quagsire|Recover|p2a: Quagsire |-heal|p2a: Quagsire|168/297 | |-heal|p2a: Quagsire|186/297|[from] item: Leftovers |upkeep |turn|34 | |t:|1708735610 |-terastallize|p2a: Quagsire|Poison |move|p1a: Tsareena|Power Whip|p2a: Quagsire |-resisted|p2a: Quagsire |-damage|p2a: Quagsire|103/297 |move|p2a: Quagsire|Recover|p2a: Quagsire |-heal|p2a: Quagsire|252/297 | |-heal|p2a: Quagsire|270/297|[from] item: Leftovers |upkeep |turn|35 | |t:|1708735616 |move|p1a: Tsareena|U-turn|p2a: Quagsire |-resisted|p2a: Quagsire |-damage|p2a: Quagsire|237/297 | |t:|1708735621 |switch|p1a: Quagsire|Quagsire, L84, M|194/297 tox|[from] U-turn |-damage|p1a: Quagsire|145/297 tox|[from] Spikes |move|p2a: Quagsire|Ice Beam|p1a: Quagsire |-damage|p1a: Quagsire|89/297 tox | |-heal|p2a: Quagsire|255/297|[from] item: Leftovers |-heal|p1a: Quagsire|107/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|89/297 tox|[from] psn |upkeep |turn|36 | |t:|1708735631 |switch|p2a: Duraludon|Duraludon, L82, F|59/249 |-damage|p2a: Duraludon|44/249|[from] Stealth Rock |-damage|p2a: Duraludon|13/249|[from] Spikes |move|p1a: Quagsire|Recover|p1a: Quagsire |-heal|p1a: Quagsire|238/297 tox | |-heal|p1a: Quagsire|256/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|220/297 tox|[from] psn |upkeep |turn|37 | |t:|1708735637 |move|p2a: Duraludon|Draco Meteor|p1a: Quagsire |-damage|p1a: Quagsire|42/297 tox |-unboost|p2a: Duraludon|spa|2 |move|p1a: Quagsire|Earthquake|p2a: Duraludon |-supereffective|p2a: Duraludon |-damage|p2a: Duraludon|0 fnt |faint|p2a: Duraludon | |-heal|p1a: Quagsire|60/297 tox|[from] item: Leftovers |-damage|p1a: Quagsire|6/297 tox|[from] psn |upkeep | |t:|1708735643 |switch|p2a: Regice|Regice, L87|78/281 |turn|38 | |t:|1708735647 |move|p2a: Regice|Ice Beam|p1a: Quagsire |-damage|p1a: Quagsire|0 fnt |faint|p1a: Quagsire | |upkeep | |t:|1708735656 |switch|p1a: Tsareena|Tsareena, L87, F|187/267 |turn|39 |j| yarcii | |t:|1708735662 |switch|p2a: Quagsire|Quagsire, L84, M, tera:Poison|255/297 |-damage|p2a: Quagsire|218/297|[from] Stealth Rock |-damage|p2a: Quagsire|181/297|[from] Spikes |move|p1a: Tsareena|Power Whip|p2a: Quagsire |-resisted|p2a: Quagsire |-damage|p2a: Quagsire|94/297 | |-heal|p2a: Quagsire|112/297|[from] item: Leftovers |upkeep |turn|40 | |t:|1708735686 |move|p1a: Tsareena|Knock Off|p2a: Quagsire |-damage|p2a: Quagsire|22/297 |-enditem|p2a: Quagsire|Leftovers|[from] move: Knock Off|[of] p1a: Tsareena |move|p2a: Quagsire|Recover|p2a: Quagsire |-heal|p2a: Quagsire|171/297 | |upkeep |turn|41 | |t:|1708735693 |move|p1a: Tsareena|U-turn|p2a: Quagsire |-resisted|p2a: Quagsire |-crit|p2a: Quagsire |-damage|p2a: Quagsire|127/297 | |t:|1708735695 |switch|p1a: Clodsire|Clodsire, L81, F|343/343|[from] U-turn |-damage|p1a: Clodsire|286/343|[from] Spikes |move|p2a: Quagsire|Recover|p2a: Quagsire |-heal|p2a: Quagsire|276/297 | |-heal|p1a: Clodsire|307/343|[from] item: Leftovers |upkeep |turn|42 | |t:|1708735708 |move|p2a: Quagsire|Earthquake|p1a: Clodsire |-supereffective|p1a: Clodsire |-damage|p1a: Clodsire|25/343 |move|p1a: Clodsire|Earthquake|p2a: Quagsire |-supereffective|p2a: Quagsire |-damage|p2a: Quagsire|106/297 | |-heal|p1a: Clodsire|46/343|[from] item: Leftovers |upkeep |turn|43 | |t:|1708735723 |move|p2a: Quagsire|Ice Beam|p1a: Clodsire |-supereffective|p1a: Clodsire |-damage|p1a: Clodsire|0 fnt |faint|p1a: Clodsire | |upkeep | |t:|1708735725 |switch|p1a: Magnezone|Magnezone, L85|107/258 |-damage|p1a: Magnezone|64/258|[from] Spikes |turn|44 |inactive|Rupert Shmurdoch has 120 seconds left. | |t:|1708735756 |move|p1a: Magnezone|Flash Cannon|p2a: Quagsire |-damage|p2a: Quagsire|0 fnt |faint|p2a: Quagsire | |upkeep | |t:|1708735761 |switch|p2a: Raichu|Raichu, L88, M|163/249 |-damage|p2a: Raichu|132/249|[from] Stealth Rock |-damage|p2a: Raichu|101/249|[from] Spikes |turn|45 | |t:|1708735768 |move|p2a: Raichu|Nasty Plot|p2a: Raichu |-boost|p2a: Raichu|spa|2 |move|p1a: Magnezone|Flash Cannon|p2a: Raichu |-resisted|p2a: Raichu |-damage|p2a: Raichu|41/249 | |upkeep |turn|46 | |t:|1708735784 |switch|p1a: Tsareena|Tsareena, L87, F|187/267 |move|p2a: Raichu|Thunderbolt|p1a: Tsareena |-resisted|p1a: Tsareena |-damage|p1a: Tsareena|78/267 |-damage|p2a: Raichu|17/249|[from] item: Life Orb | |upkeep |turn|47 | |t:|1708735796 |move|p2a: Raichu|Thunderbolt|p1a: Tsareena |-resisted|p1a: Tsareena |-crit|p1a: Tsareena |-damage|p1a: Tsareena|0 fnt |faint|p1a: Tsareena |-damage|p2a: Raichu|0 fnt|[from] item: Life Orb |faint|p2a: Raichu | |upkeep | |t:|1708735800 |switch|p2a: Regice|Regice, L87|78/281 |switch|p1a: Magnezone|Magnezone, L85|64/258 |-damage|p1a: Magnezone|21/258|[from] Spikes |turn|48 | |t:|1708735803 |move|p1a: Magnezone|Flash Cannon|p2a: Regice |-supereffective|p2a: Regice |-damage|p2a: Regice|0 fnt |faint|p2a: Regice | |upkeep | |t:|1708735805 |switch|p2a: Krookodile|Krookodile, L80, M|26/283 |-damage|p2a: Krookodile|9/283|[from] Stealth Rock |-damage|p2a: Krookodile|0 fnt|[from] Spikes |faint|p2a: Krookodile | |win|Rupert Shmurdoch |raw|Rupert Shmurdoch's rating: 2173 &rarr; <strong>2200</strong><br />(+27 for winning) |raw|MichaelderBeste2's rating: 2302 &rarr; <strong>2275</strong><br />(-27 for losing) |l|☆MichaelderBeste2 |player|p2| |l|☆Rupert Shmurdoch |player|p1| |l| yarcii |j|☆Rupert Shmurdoch |player|p1|Rupert Shmurdoch|zinzolin
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\n\nHere is the impact of the player's incineroar moves and the hp range that the move will do:\nknockoff: 10% - 12%\ntrailblaze: 1% - 1%\nflareblitz: 18% - 22%\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is incineroar. They had the following choices:\n0. /choose move knockoff\n1. /choose move trailblaze\n2. /choose move flareblitz\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\n\nHere is the impact of the player's incineroar moves and the hp range that the move will do:\nknockoff: 14% - 17%\ntrailblaze: 1% - 2%\nflareblitz: 26% - 31%\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 368% - 442%\nbodypress: 589% - 705%\n\n\nThe winner's active Pokemon is incineroar. They had the following choices:\n0. /choose move knockoff\n1. /choose move trailblaze\n2. /choose move flareblitz\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move flareblitz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\n\nHere is the impact of the player's incineroar moves and the hp range that the move will do:\nknockoff: 11% - 13%\ntrailblaze: 6% - 7%\nflareblitz: 10% - 12%\n\n\nHere is the impact of the opponent's toxapex moves and the hp range that the move will do:\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is incineroar. They had the following choices:\n0. /choose move knockoff\n1. /choose move trailblaze\n2. /choose move flareblitz\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose switch magnezone\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 0 - 0\nflashcannon: 7% - 9%\nthunderbolt: 0 - 0\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch incineroar\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose switch tsareena\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\nstealthrock: 0 - 0\nearthquake: 34% - 41%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 41% - 49%\nbodypress: 12% - 14%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move stealthrock\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch incineroar\n4. /choose switch magnezone\n5. /choose switch tsareena\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\n\nHere is the impact of the player's incineroar moves and the hp range that the move will do:\nknockoff: 3% - 4%\ntrailblaze: 7% - 9%\nflareblitz: 13% - 16%\n\n\nHere is the impact of the opponent's krookodile moves and the hp range that the move will do:\nbulkup: 0 - 0\n\n\nThe winner's active Pokemon is incineroar. They had the following choices:\n0. /choose move knockoff\n1. /choose move trailblaze\n2. /choose move flareblitz\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ironbundle.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 7% - 8%\nflashcannon: 17% - 20%\nthunderbolt: 9% - 11%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch tsareena\n4. /choose switch clodsire\n5. /choose switch ironbundle\n6. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move flashcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 8% - 10%\nknockoff: 11% - 14%\nsynthesis: 0 - 0\npowerwhip: 87% - 103%\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\nstealthrock: 0 - 0\nearthquake: 87% - 105%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 21% - 26%\nbodypress: 13% - 15%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move stealthrock\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch ironbundle\n6. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\n\nHere is the impact of the player's ironbundle moves and the hp range that the move will do:\nflipturn: 24% - 28%\n\n\nHere is the impact of the opponent's krookodile moves and the hp range that the move will do:\nbulkup: 0 - 0\nknockoff: 564% - 678%\nearthquake: 864% - 1028%\n\n\nThe winner's active Pokemon is ironbundle. They had the following choices:\n0. /choose move flipturn\n1. /choose switch magnezone\n2. /choose switch tsareena\n3. /choose switch clodsire\n4. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move flipturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 20% - 25%\nflashcannon: 49% - 58%\nthunderbolt: 27% - 32%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 30% - 36%\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch tsareena\n4. /choose switch clodsire\n5. /choose switch ironbundle\n6. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move flashcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 10% - 12%\nknockoff: 15% - 17%\nsynthesis: 0 - 0\npowerwhip: 110% - 131%\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 140% - 166%\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n5. /choose switch clodsire\n6. /choose switch ironbundle\n7. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move synthesis\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\n\nHere is the impact of the player's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nearthquake: 30% - 35%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's toxapex moves and the hp range that the move will do:\nrecover: 0 - 0\ntoxic: 0 - 0\n\n\nThe winner's active Pokemon is quagsire. They had the following choices:\n0. /choose move spikes\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n\n\nThe winner chose to do the following:\n/choose move spikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\n\nHere is the impact of the player's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nearthquake: 96% - 114%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's krookodile moves and the hp range that the move will do:\nbulkup: 0 - 0\nknockoff: 71% - 84%\nearthquake: 73% - 87%\n\n\nThe winner's active Pokemon is quagsire. They had the following choices:\n0. /choose move spikes\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n6. /choose switch ironbundle\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ironbundle.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 0 - 0\nflashcannon: 42% - 49%\nthunderbolt: 0 - 0\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 18% - 22%\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch tsareena\n4. /choose switch clodsire\n5. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move flashcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 10% - 13%\nflashcannon: 12% - 14%\nthunderbolt: 13% - 16%\n\n\nHere is the impact of the opponent's raichu moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch tsareena\n4. /choose switch clodsire\n5. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose switch clodsire\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\nstealthrock: 0 - 0\nearthquake: 143% - 171%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 22% - 27%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move stealthrock\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose switch tsareena\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 3% - 4%\nknockoff: 11% - 13%\nsynthesis: 0 - 0\npowerwhip: 10% - 11%\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 40% - 48%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n5. /choose switch clodsire\n6. /choose switch quagsire\n\n\nThe winner chose to do the following:\n/choose move uturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\n\nHere is the impact of the player's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nearthquake: 477% - 563%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 83% - 98%\nbodypress: 26% - 31%\n\n\nThe winner's active Pokemon is quagsire. They had the following choices:\n0. /choose move spikes\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n5. /choose switch clodsire\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\nturn 37\nmove p2a: Duraludon Draco Meteor p1a: Quagsire\n-damage p1a: Quagsire 42/297 tox\n-unboost p2a: Duraludon spa 2\nmove p1a: Quagsire Earthquake p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-heal p1a: Quagsire 60/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 6/297 tox [from] psn\nswitch p2a: Regice Regice, L87 78/281\nturn 38\nmove p2a: Regice Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\nswitch p1a: Tsareena Tsareena, L87, F 187/267\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 24% - 29%\nknockoff: 22% - 27%\nsynthesis: 0 - 0\npowerwhip: 63% - 75%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 89% - 106%\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n5. /choose switch clodsire\n\n\nThe winner chose to do the following:\n/choose move powerwhip\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\nturn 37\nmove p2a: Duraludon Draco Meteor p1a: Quagsire\n-damage p1a: Quagsire 42/297 tox\n-unboost p2a: Duraludon spa 2\nmove p1a: Quagsire Earthquake p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-heal p1a: Quagsire 60/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 6/297 tox [from] psn\nswitch p2a: Regice Regice, L87 78/281\nturn 38\nmove p2a: Regice Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nturn 39\nswitch p2a: Quagsire Quagsire, L84, M, tera:Poison 255/297\n-damage p2a: Quagsire 218/297 [from] Stealth Rock\n-damage p2a: Quagsire 181/297 [from] Spikes\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 94/297\n-heal p2a: Quagsire 112/297 [from] item: Leftovers\nturn 40\nmove p1a: Tsareena Knock Off p2a: Quagsire\n-damage p2a: Quagsire 22/297\n-enditem p2a: Quagsire Leftovers [from] move: Knock Off [of] p1a: Tsareena\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 171/297\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 6% - 7%\nknockoff: 11% - 13%\nsynthesis: 0 - 0\npowerwhip: 15% - 18%\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 40% - 48%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n5. /choose switch clodsire\n\n\nThe winner chose to do the following:\n/choose move uturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\nturn 37\nmove p2a: Duraludon Draco Meteor p1a: Quagsire\n-damage p1a: Quagsire 42/297 tox\n-unboost p2a: Duraludon spa 2\nmove p1a: Quagsire Earthquake p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-heal p1a: Quagsire 60/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 6/297 tox [from] psn\nswitch p2a: Regice Regice, L87 78/281\nturn 38\nmove p2a: Regice Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nturn 39\nswitch p2a: Quagsire Quagsire, L84, M, tera:Poison 255/297\n-damage p2a: Quagsire 218/297 [from] Stealth Rock\n-damage p2a: Quagsire 181/297 [from] Spikes\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 94/297\n-heal p2a: Quagsire 112/297 [from] item: Leftovers\nturn 40\nmove p1a: Tsareena Knock Off p2a: Quagsire\n-damage p2a: Quagsire 22/297\n-enditem p2a: Quagsire Leftovers [from] move: Knock Off [of] p1a: Tsareena\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 171/297\nturn 41\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 127/297\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 276/297\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 42\nmove p2a: Quagsire Earthquake p1a: Clodsire\n-damage p1a: Clodsire 25/343\nmove p1a: Clodsire Earthquake p2a: Quagsire\n-damage p2a: Quagsire 106/297\n-heal p1a: Clodsire 46/343 [from] item: Leftovers\n\nHere is the impact of the player's clodsire moves and the hp range that the move will do:\nstealthrock: 0 - 0\nearthquake: 51% - 61%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's quagsire moves and the hp range that the move will do:\nspikes: 0 - 0\nicebeam: 169% - 204%\nrecover: 0 - 0\nearthquake: 534% - 630%\n\n\nThe winner's active Pokemon is clodsire. They had the following choices:\n0. /choose move stealthrock\n1. /choose move earthquake\n2. /choose move recover\n3. /choose switch magnezone\n4. /choose switch tsareena\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in magnezone.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\nturn 37\nmove p2a: Duraludon Draco Meteor p1a: Quagsire\n-damage p1a: Quagsire 42/297 tox\n-unboost p2a: Duraludon spa 2\nmove p1a: Quagsire Earthquake p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-heal p1a: Quagsire 60/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 6/297 tox [from] psn\nswitch p2a: Regice Regice, L87 78/281\nturn 38\nmove p2a: Regice Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nturn 39\nswitch p2a: Quagsire Quagsire, L84, M, tera:Poison 255/297\n-damage p2a: Quagsire 218/297 [from] Stealth Rock\n-damage p2a: Quagsire 181/297 [from] Spikes\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 94/297\n-heal p2a: Quagsire 112/297 [from] item: Leftovers\nturn 40\nmove p1a: Tsareena Knock Off p2a: Quagsire\n-damage p2a: Quagsire 22/297\n-enditem p2a: Quagsire Leftovers [from] move: Knock Off [of] p1a: Tsareena\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 171/297\nturn 41\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 127/297\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 276/297\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 42\nmove p2a: Quagsire Earthquake p1a: Clodsire\n-damage p1a: Clodsire 25/343\nmove p1a: Clodsire Earthquake p2a: Quagsire\n-damage p2a: Quagsire 106/297\n-heal p1a: Clodsire 46/343 [from] item: Leftovers\nturn 43\nmove p2a: Quagsire Ice Beam p1a: Clodsire\n-damage p1a: Clodsire 0 fnt\nfaint p1a: Clodsire\nswitch p1a: Magnezone Magnezone, L85 107/258\n-damage p1a: Magnezone 64/258 [from] Spikes\nturn 44\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 0 fnt\nfaint p2a: Quagsire\nswitch p2a: Raichu Raichu, L88, M 163/249\n-damage p2a: Raichu 132/249 [from] Stealth Rock\n-damage p2a: Raichu 101/249 [from] Spikes\n\nHere is the impact of the player's magnezone moves and the hp range that the move will do:\nvoltswitch: 20% - 24%\nflashcannon: 23% - 27%\nthunderbolt: 25% - 30%\n\n\nHere is the impact of the opponent's raichu moves and the hp range that the move will do:\nfocusblast: 320% - 378%\n\n\nThe winner's active Pokemon is magnezone. They had the following choices:\n0. /choose move voltswitch\n1. /choose move flashcannon\n2. /choose move thunderbolt\n3. /choose switch tsareena\n\n\nThe winner chose to do the following:\n/choose move flashcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Incineroar Incineroar, L84, M 297/297\nswitch p2a: Duraludon Duraludon, L82, F 249/249\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Duraludon atk 1\nturn 1\nmove p2a: Duraludon Draco Meteor p1a: Incineroar\n-damage p1a: Incineroar 135/297\n-unboost p2a: Duraludon spa 2\nmove p1a: Incineroar Knock Off p2a: Duraludon\n-damage p2a: Duraludon 186/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Incineroar\nturn 2\nmove p2a: Duraludon Body Press p1a: Incineroar\n-damage p1a: Incineroar 19/297\nmove p1a: Incineroar Trailblaze p2a: Duraludon\n-damage p2a: Duraludon 178/249\n-boost p1a: Incineroar spe 1\nturn 3\nswitch p2a: Toxapex Toxapex, L82, M 216/216\nmove p1a: Incineroar Flare Blitz p2a: Toxapex\n-damage p2a: Toxapex 165/216\n-damage p1a: Incineroar 2/297 [from] Recoil\n-heal p2a: Toxapex 178/216 [from] item: Leftovers\nturn 4\nmove p1a: Incineroar Knock Off p2a: Toxapex\n-damage p2a: Toxapex 99/216\n-enditem p2a: Toxapex Leftovers [from] move: Knock Off [of] p1a: Incineroar\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 207/216\nturn 5\nswitch p1a: Magnezone Magnezone, L85 258/258\nmove p2a: Toxapex Toxic p1a: Magnezone\n-immune p1a: Magnezone\nturn 6\nswitch p2a: Quagsire Quagsire, L84, M 297/297\nmove p1a: Magnezone Volt Switch p2a: Quagsire\n-immune p2a: Quagsire\nturn 7\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\nturn 8\nswitch p2a: Duraludon Duraludon, L82, F 178/249\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 150/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 301/343 [from] Spikes\n-heal p1a: Clodsire 322/343 [from] item: Leftovers\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Stealth Rock p2a: Krookodile\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Clodsire 343/343 [from] item: Leftovers\nturn 10\nswitch p1a: Incineroar Incineroar, L84, M 2/297\n-ability p1a: Incineroar Intimidate boost\n-unboost p2a: Krookodile atk 1\nmove p2a: Krookodile Bulk Up p2a: Krookodile\n-boost p2a: Krookodile atk 1\n-boost p2a: Krookodile def 1\nturn 11\nmove p2a: Krookodile Knock Off p1a: Incineroar\n-damage p1a: Incineroar 0 fnt\n-enditem p1a: Incineroar Heavy-Duty Boots [from] move: Knock Off [of] p2a: Krookodile\nfaint p1a: Incineroar\n-damage p2a: Krookodile 255/283 [from] item: Life Orb\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\n-damage p1a: Iron Bundle 187/213 [from] Spikes\nturn 12\nswitch p2a: Regice Regice, L87 281/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 223/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 258/258 [from] Flip Turn\n-damage p1a: Magnezone 226/258 [from] Spikes\nturn 13\nswitch p2a: Quagsire Quagsire, L84, M 297/297\n-damage p2a: Quagsire 279/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 214/297\n-unboost p2a: Quagsire spd 1\n-heal p2a: Quagsire 232/297 [from] item: Leftovers\nturn 14\nswitch p1a: Tsareena Tsareena, L87, F 267/267\nmove p2a: Quagsire Spikes p1a: Tsareena\n-sidestart p1: Rupert Shmurdoch Spikes\n-heal p2a: Quagsire 250/297 [from] item: Leftovers\nturn 15\nswitch p2a: Duraludon Duraludon, L82, F 150/249\n-damage p2a: Duraludon 135/249 [from] Stealth Rock\nmove p1a: Tsareena Knock Off p2a: Duraludon\n-damage p2a: Duraludon 84/249\nturn 16\nmove p2a: Duraludon Draco Meteor p1a: Tsareena\n-damage p1a: Tsareena 140/267\n-unboost p2a: Duraludon spa 2\nmove p1a: Tsareena U-turn p2a: Duraludon\n-damage p2a: Duraludon 59/249\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 17\nswitch p2a: Krookodile Krookodile, L80, M 255/283\n-damage p2a: Krookodile 238/283 [from] Stealth Rock\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Clodsire atk 1\nmove p1a: Clodsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 181/283\n-heal p1a: Clodsire 328/343 [from] item: Leftovers\nturn 18\nswitch p1a: Iron Bundle Iron Bundle, L77 187/213\n-damage p1a: Iron Bundle 152/213 [from] Spikes\nmove p2a: Krookodile Earthquake p1a: Iron Bundle\n-damage p1a: Iron Bundle 14/213\n-damage p2a: Krookodile 153/283 [from] item: Life Orb\nturn 19\nswitch p2a: Regice Regice, L87 223/281\nmove p1a: Iron Bundle Flip Turn p2a: Regice\n-damage p2a: Regice 186/281\n-end p1a: Iron Bundle Quark Drive [silent]\nswitch p1a: Magnezone Magnezone, L85 226/258 [from] Flip Turn\n-damage p1a: Magnezone 183/258 [from] Spikes\nturn 20\nmove p1a: Magnezone Flash Cannon p2a: Regice\n-damage p2a: Regice 78/281\nmove p2a: Regice Ice Beam p1a: Magnezone\n-damage p1a: Magnezone 150/258\nturn 21\nswitch p2a: Quagsire Quagsire, L84, M 250/297\n-damage p2a: Quagsire 232/297 [from] Stealth Rock\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 162/297\n-heal p2a: Quagsire 180/297 [from] item: Leftovers\nturn 22\nswitch p1a: Tsareena Tsareena, L87, F 140/267\nmove p2a: Quagsire Ice Beam p1a: Tsareena\n-damage p1a: Tsareena 54/267\n-heal p2a: Quagsire 198/297 [from] item: Leftovers\nturn 23\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\nmove p1a: Tsareena Synthesis p1a: Tsareena\n-heal p1a: Tsareena 187/267\nturn 24\nswitch p1a: Quagsire Quagsire, L84, M 297/297\n-damage p1a: Quagsire 248/297 [from] Spikes\nmove p2a: Toxapex Toxic p1a: Quagsire\n-status p1a: Quagsire tox\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 248/297 tox [from] psn\nturn 25\nmove p1a: Quagsire Spikes p2a: Toxapex\n-sidestart p2: MichaelderBeste2 Spikes\nmove p2a: Toxapex Recover p2a: Toxapex\n-heal p2a: Toxapex 216/216\n-heal p1a: Quagsire 266/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 230/297 tox [from] psn\nturn 26\nswitch p2a: Krookodile Krookodile, L80, M 153/283\n-damage p2a: Krookodile 136/283 [from] Stealth Rock\n-damage p2a: Krookodile 101/283 [from] Spikes\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Quagsire atk 1\nmove p1a: Quagsire Earthquake p2a: Krookodile\n-damage p2a: Krookodile 26/283\n-heal p1a: Quagsire 248/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 194/297 tox [from] psn\nturn 27\nswitch p1a: Iron Bundle Iron Bundle, L77 14/213\n-damage p1a: Iron Bundle 0 fnt [from] Spikes\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\nmove p2a: Krookodile Knock Off p1: Iron Bundle [notarget]\nswitch p1a: Magnezone Magnezone, L85 150/258\n-damage p1a: Magnezone 107/258 [from] Spikes\nturn 28\nswitch p2a: Quagsire Quagsire, L84, M 198/297\n-damage p2a: Quagsire 180/297 [from] Stealth Rock\n-damage p2a: Quagsire 143/297 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 38/297\n-heal p2a: Quagsire 56/297 [from] item: Leftovers\nturn 29\nswitch p2a: Toxapex Toxapex, L82, M 216/216\n-damage p2a: Toxapex 189/216 [from] Stealth Rock\n-damage p2a: Toxapex 162/216 [from] Spikes\nmove p1a: Magnezone Flash Cannon p2a: Toxapex\n-damage p2a: Toxapex 123/216\nturn 30\nmove p1a: Magnezone Thunderbolt p2a: Toxapex\n-damage p2a: Toxapex 0 fnt\nfaint p2a: Toxapex\nswitch p2a: Raichu Raichu, L88, M 249/249\n-damage p2a: Raichu 218/249 [from] Stealth Rock\n-damage p2a: Raichu 187/249 [from] Spikes\nturn 31\nswitch p1a: Clodsire Clodsire, L81, F 328/343\n-damage p1a: Clodsire 271/343 [from] Spikes\nmove p2a: Raichu Focus Blast p1a: Clodsire\n-damage p1a: Clodsire 185/343\n-damage p2a: Raichu 163/249 [from] item: Life Orb\n-heal p1a: Clodsire 206/343 [from] item: Leftovers\nturn 32\nswitch p2a: Quagsire Quagsire, L84, M 56/297\n-damage p2a: Quagsire 38/297 [from] Stealth Rock\n-damage p2a: Quagsire 1/297 [from] Spikes\nmove p1a: Clodsire Recover p1a: Clodsire\n-heal p1a: Clodsire 343/343\n-heal p2a: Quagsire 19/297 [from] item: Leftovers\nturn 33\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 168/297\n-heal p2a: Quagsire 186/297 [from] item: Leftovers\nturn 34\n-terastallize p2a: Quagsire Poison\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 103/297\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 252/297\n-heal p2a: Quagsire 270/297 [from] item: Leftovers\nturn 35\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 237/297\nswitch p1a: Quagsire Quagsire, L84, M 194/297 tox [from] U-turn\n-damage p1a: Quagsire 145/297 tox [from] Spikes\nmove p2a: Quagsire Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 89/297 tox\n-heal p2a: Quagsire 255/297 [from] item: Leftovers\n-heal p1a: Quagsire 107/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 89/297 tox [from] psn\nturn 36\nswitch p2a: Duraludon Duraludon, L82, F 59/249\n-damage p2a: Duraludon 44/249 [from] Stealth Rock\n-damage p2a: Duraludon 13/249 [from] Spikes\nmove p1a: Quagsire Recover p1a: Quagsire\n-heal p1a: Quagsire 238/297 tox\n-heal p1a: Quagsire 256/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 220/297 tox [from] psn\nturn 37\nmove p2a: Duraludon Draco Meteor p1a: Quagsire\n-damage p1a: Quagsire 42/297 tox\n-unboost p2a: Duraludon spa 2\nmove p1a: Quagsire Earthquake p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-heal p1a: Quagsire 60/297 tox [from] item: Leftovers\n-damage p1a: Quagsire 6/297 tox [from] psn\nswitch p2a: Regice Regice, L87 78/281\nturn 38\nmove p2a: Regice Ice Beam p1a: Quagsire\n-damage p1a: Quagsire 0 fnt\nfaint p1a: Quagsire\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nturn 39\nswitch p2a: Quagsire Quagsire, L84, M, tera:Poison 255/297\n-damage p2a: Quagsire 218/297 [from] Stealth Rock\n-damage p2a: Quagsire 181/297 [from] Spikes\nmove p1a: Tsareena Power Whip p2a: Quagsire\n-damage p2a: Quagsire 94/297\n-heal p2a: Quagsire 112/297 [from] item: Leftovers\nturn 40\nmove p1a: Tsareena Knock Off p2a: Quagsire\n-damage p2a: Quagsire 22/297\n-enditem p2a: Quagsire Leftovers [from] move: Knock Off [of] p1a: Tsareena\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 171/297\nturn 41\nmove p1a: Tsareena U-turn p2a: Quagsire\n-damage p2a: Quagsire 127/297\nswitch p1a: Clodsire Clodsire, L81, F 343/343 [from] U-turn\n-damage p1a: Clodsire 286/343 [from] Spikes\nmove p2a: Quagsire Recover p2a: Quagsire\n-heal p2a: Quagsire 276/297\n-heal p1a: Clodsire 307/343 [from] item: Leftovers\nturn 42\nmove p2a: Quagsire Earthquake p1a: Clodsire\n-damage p1a: Clodsire 25/343\nmove p1a: Clodsire Earthquake p2a: Quagsire\n-damage p2a: Quagsire 106/297\n-heal p1a: Clodsire 46/343 [from] item: Leftovers\nturn 43\nmove p2a: Quagsire Ice Beam p1a: Clodsire\n-damage p1a: Clodsire 0 fnt\nfaint p1a: Clodsire\nswitch p1a: Magnezone Magnezone, L85 107/258\n-damage p1a: Magnezone 64/258 [from] Spikes\nturn 44\nmove p1a: Magnezone Flash Cannon p2a: Quagsire\n-damage p2a: Quagsire 0 fnt\nfaint p2a: Quagsire\nswitch p2a: Raichu Raichu, L88, M 163/249\n-damage p2a: Raichu 132/249 [from] Stealth Rock\n-damage p2a: Raichu 101/249 [from] Spikes\nturn 45\nmove p2a: Raichu Nasty Plot p2a: Raichu\n-boost p2a: Raichu spa 2\nmove p1a: Magnezone Flash Cannon p2a: Raichu\n-damage p2a: Raichu 41/249\nturn 46\nswitch p1a: Tsareena Tsareena, L87, F 187/267\nmove p2a: Raichu Thunderbolt p1a: Tsareena\n-damage p1a: Tsareena 78/267\n-damage p2a: Raichu 17/249 [from] item: Life Orb\n\nHere is the impact of the player's tsareena moves and the hp range that the move will do:\nuturn: 204% - 242%\nknockoff: 283% - 335%\nsynthesis: 0 - 0\npowerwhip: 524% - 621%\n\n\nHere is the impact of the opponent's raichu moves and the hp range that the move will do:\nfocusblast: 238% - 282%\nnastyplot: 0 - 0\nthunderbolt: 133% - 157%\n\n\nThe winner's active Pokemon is tsareena. They had the following choices:\n0. /choose move uturn\n1. /choose move knockoff\n2. /choose move synthesis\n3. /choose move powerwhip\n4. /choose switch magnezone\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in magnezone.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,338
gen9randombattle-2065536750
2,200
|j|☆we are married bro |j|☆pokeblade☆101 |t:|1708646829 |gametype|singles |player|p1|we are married bro|pokekid|2251 |player|p2|pokeblade☆101|#rbtt7teamchiyu|2218 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1708646829 |start |switch|p1a: Iron Crown|Iron Crown, L79|272/272 |switch|p2a: Dudunsparce|Dudunsparce, L82, M|339/339 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by we are married bro) | |t:|1708646844 |switch|p2a: Gliscor|Gliscor, L76, M|239/239 |move|p1a: Iron Crown|Volt Switch|p2a: Gliscor |-immune|p2a: Gliscor | |-status|p2a: Gliscor|tox|[from] item: Toxic Orb |upkeep |turn|2 | |t:|1708646849 |-end|p1a: Iron Crown|Quark Drive|[silent] |switch|p1a: Hatterene|Hatterene, L86, F|238/238 |move|p2a: Gliscor|Stealth Rock|p1a: Hatterene |move|p1a: Hatterene|Stealth Rock|p2a: Gliscor|[from]ability: Magic Bounce |-sidestart|p2: pokeblade☆101|move: Stealth Rock | |upkeep |turn|3 | |t:|1708646855 |move|p2a: Gliscor|Knock Off|p1a: Hatterene |-damage|p1a: Hatterene|189/238 |-enditem|p1a: Hatterene|Assault Vest|[from] move: Knock Off|[of] p2a: Gliscor |move|p1a: Hatterene|Psychic Noise|p2a: Gliscor |-damage|p2a: Gliscor|98/239 tox |-start|p2a: Gliscor|move: Heal Block | |upkeep |turn|4 | |t:|1708646862 |move|p2a: Gliscor|U-turn|p1a: Hatterene |-damage|p1a: Hatterene|149/238 | |t:|1708646867 |switch|p2a: Coalossal|Coalossal, L88, F|337/337|[from] U-turn |move|p1a: Hatterene|Nuzzle|p2a: Coalossal |-damage|p2a: Coalossal|325/337 |-status|p2a: Coalossal|par | |upkeep |turn|5 | |t:|1708646889 |switch|p1a: Araquanid|Araquanid, L82, F|246/246 |move|p2a: Coalossal|Rapid Spin|p1a: Araquanid |-damage|p1a: Araquanid|211/246 |-boost|p2a: Coalossal|spe|1 |-sideend|p2: pokeblade☆101|Stealth Rock|[from] move: Rapid Spin|[of] p2a: Coalossal | |upkeep |turn|6 | |t:|1708646896 |switch|p2a: Rotom|Rotom-Wash, L82|216/216 |move|p1a: Araquanid|Sticky Web|p2a: Rotom |-sidestart|p2: pokeblade☆101|move: Sticky Web | |upkeep |turn|7 | |t:|1708646914 |switch|p1a: Pachirisu|Pachirisu, L95, F|268/268 |move|p2a: Rotom|Trick|p1a: Pachirisu |-activate|p2a: Rotom|move: Trick|[of] p1a: Pachirisu |-item|p1a: Pachirisu|Choice Scarf|[from] move: Trick |-item|p2a: Rotom|Heavy-Duty Boots|[from] move: Trick | |upkeep |turn|8 | |t:|1708646925 |move|p1a: Pachirisu|Super Fang|p2a: Rotom |-damage|p2a: Rotom|108/216 |move|p2a: Rotom|Hydro Pump|p1a: Pachirisu |-damage|p1a: Pachirisu|165/268 | |upkeep |turn|9 | |t:|1708646936 |switch|p1a: Zarude|Zarude, L78|292/292 |move|p2a: Rotom|Hydro Pump|p1a: Zarude|[miss] |-miss|p2a: Rotom|p1a: Zarude | |upkeep |turn|10 | |t:|1708646953 |switch|p2a: Coalossal|Coalossal, L88, F|325/337 par |move|p1a: Zarude|Swords Dance|p1a: Zarude |-boost|p1a: Zarude|atk|2 | |upkeep |turn|11 | |t:|1708646977 |move|p1a: Zarude|Close Combat|p2a: Coalossal |-supereffective|p2a: Coalossal |-damage|p2a: Coalossal|0 fnt |-unboost|p1a: Zarude|def|1 |-unboost|p1a: Zarude|spd|1 |faint|p2a: Coalossal |-damage|p1a: Zarude|263/292|[from] item: Life Orb | |upkeep | |t:|1708646981 |switch|p2a: Regirock|Regirock, L86|278/278 |-activate|p2a: Regirock|move: Sticky Web |-unboost|p2a: Regirock|spe|1 |turn|12 | |t:|1708647004 |switch|p1a: Pachirisu|Pachirisu, L95, F|165/268 |move|p2a: Regirock|Body Press|p1a: Pachirisu |-damage|p1a: Pachirisu|51/268 | |upkeep |turn|13 | |t:|1708647016 |switch|p2a: Gliscor|Gliscor, L76, M|98/239 tox |move|p1a: Pachirisu|Encore||[still] |-fail|p1a: Pachirisu | |-heal|p2a: Gliscor|127/239 tox|[from] ability: Poison Heal |upkeep |turn|14 | |t:|1708647023 |switch|p1a: Hatterene|Hatterene, L86, F|149/238 |move|p2a: Gliscor|Stealth Rock|p1a: Hatterene |move|p1a: Hatterene|Stealth Rock|p2a: Gliscor|[from]ability: Magic Bounce |-sidestart|p2: pokeblade☆101|move: Stealth Rock | |-heal|p2a: Gliscor|156/239 tox|[from] ability: Poison Heal |upkeep |turn|15 |inactive|we are married bro has 120 seconds left. |c|☆we are married bro|no way you tried to use status moves you know i have a magic bouncer |c|☆we are married bro|💀 | |t:|1708647063 |move|p2a: Gliscor|Earthquake|p1a: Hatterene |-damage|p1a: Hatterene|76/238 |move|p1a: Hatterene|Psychic Noise|p2a: Gliscor |-damage|p2a: Gliscor|23/239 tox |-start|p2a: Gliscor|move: Heal Block | |upkeep |turn|16 | |t:|1708647070 |move|p2a: Gliscor|Earthquake|p1a: Hatterene |-damage|p1a: Hatterene|0 fnt |faint|p1a: Hatterene | |-end|p2a: Gliscor|move: Heal Block |upkeep |c|☆pokeblade☆101|actually i just forgot i removed the rocks | |t:|1708647084 |switch|p1a: Zarude|Zarude, L78|263/292 |turn|17 | |t:|1708647110 |move|p1a: Zarude|Knock Off|p2a: Gliscor |-damage|p2a: Gliscor|0 fnt |-enditem|p2a: Gliscor|Toxic Orb|[from] move: Knock Off|[of] p1a: Zarude |faint|p2a: Gliscor |-damage|p1a: Zarude|234/292|[from] item: Life Orb | |upkeep | |t:|1708647115 |switch|p2a: Regirock|Regirock, L86|278/278 |-activate|p2a: Regirock|move: Sticky Web |-unboost|p2a: Regirock|spe|1 |-damage|p2a: Regirock|244/278|[from] Stealth Rock |turn|18 |inactive|we are married bro has 120 seconds left. | |t:|1708647142 |switch|p1a: Pachirisu|Pachirisu, L95, F|51/268 |move|p2a: Regirock|Body Press|p1a: Pachirisu |-damage|p1a: Pachirisu|0 fnt |faint|p1a: Pachirisu | |upkeep | |t:|1708647145 |switch|p1a: Araquanid|Araquanid, L82, F|211/246 |turn|19 |inactive|we are married bro has 120 seconds left. | |t:|1708647165 |switch|p2a: Rotom|Rotom-Wash, L82|108/216 |move|p1a: Araquanid|Hydro Pump|p2a: Rotom |-resisted|p2a: Rotom |-damage|p2a: Rotom|44/216 | |upkeep |turn|20 | |t:|1708647170 |switch|p1a: Zarude|Zarude, L78|234/292 |move|p2a: Rotom|Volt Switch|p1a: Zarude |-resisted|p1a: Zarude |-damage|p1a: Zarude|196/292 | |t:|1708647181 |switch|p2a: Regirock|Regirock, L86|244/278|[from] Volt Switch |-activate|p2a: Regirock|move: Sticky Web |-unboost|p2a: Regirock|spe|1 |-damage|p2a: Regirock|210/278|[from] Stealth Rock | |upkeep |turn|21 | |t:|1708647192 |-terastallize|p1a: Zarude|Grass |move|p1a: Zarude|Power Whip|p2a: Regirock |-supereffective|p2a: Regirock |-damage|p2a: Regirock|0 fnt |faint|p2a: Regirock |-damage|p1a: Zarude|167/292|[from] item: Life Orb | |upkeep | |t:|1708647199 |switch|p2a: Dudunsparce|Dudunsparce, L82, M|339/339 |-activate|p2a: Dudunsparce|move: Sticky Web |-unboost|p2a: Dudunsparce|spe|1 |-damage|p2a: Dudunsparce|297/339|[from] Stealth Rock |turn|22 | |t:|1708647216 |move|p1a: Zarude|Power Whip|p2a: Dudunsparce |-damage|p2a: Dudunsparce|60/339 |-damage|p1a: Zarude|138/292|[from] item: Life Orb |move|p2a: Dudunsparce|Boomburst|p1a: Zarude |-damage|p1a: Zarude|6/292 | |-heal|p2a: Dudunsparce|81/339|[from] item: Leftovers |upkeep |turn|23 | |t:|1708647231 |move|p1a: Zarude|Knock Off|p2a: Dudunsparce |-damage|p2a: Dudunsparce|0 fnt |-enditem|p2a: Dudunsparce|Leftovers|[from] move: Knock Off|[of] p1a: Zarude |faint|p2a: Dudunsparce |-damage|p1a: Zarude|0 fnt|[from] item: Life Orb |faint|p1a: Zarude | |upkeep |-message|pokeblade☆101 forfeited. | |win|we are married bro |raw|we are married bro's rating: 2251 &rarr; <strong>2269</strong><br />(+18 for winning) |raw|pokeblade☆101's rating: 2218 &rarr; <strong>2200</strong><br />(-18 for losing) |l|☆pokeblade☆101 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\n\nHere is the impact of the player's ironcrown moves and the hp range that the move will do:\nvoltswitch: 5% - 6%\n\n\nHere is the impact of the opponent's dudunsparce moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ironcrown. They had the following choices:\n0. /choose move voltswitch\n1. /choose switch hatterene\n2. /choose switch araquanid\n3. /choose switch pachirisu\n4. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose move voltswitch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n\nHere is the impact of the player's hatterene moves and the hp range that the move will do:\nstealthrock: 0 - 0\npsychicnoise: 24% - 28%\nnuzzle: 0 - 0\n\n\nHere is the impact of the opponent's gliscor moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is hatterene. They had the following choices:\n0. /choose move stealthrock\n1. /choose move psychicnoise\n2. /choose move nuzzle\n3. /choose switch ironcrown\n4. /choose switch araquanid\n5. /choose switch pachirisu\n6. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose move psychicnoise\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\n\nHere is the impact of the player's hatterene moves and the hp range that the move will do:\nstealthrock: 0 - 0\npsychicnoise: 9% - 11%\nnuzzle: 1% - 1%\n\n\nHere is the impact of the opponent's coalossal moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is hatterene. They had the following choices:\n0. /choose move stealthrock\n1. /choose move psychicnoise\n2. /choose move nuzzle\n3. /choose switch ironcrown\n4. /choose switch araquanid\n5. /choose switch pachirisu\n6. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose switch araquanid\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nstickyweb: 0 - 0\nhydropump: 12% - 14%\n\n\nHere is the impact of the opponent's rotomwash moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move stickyweb\n1. /choose move hydropump\n2. /choose switch ironcrown\n3. /choose switch hatterene\n4. /choose switch pachirisu\n5. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose switch pachirisu\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\n\nHere is the impact of the player's pachirisu moves and the hp range that the move will do:\nsuperfang: 0 - 0\nencore: 0 - 0\n\n\nHere is the impact of the opponent's rotomwash moves and the hp range that the move will do:\ntrick: 0 - 0\nhydropump: 56% - 67%\n\n\nThe winner's active Pokemon is pachirisu. They had the following choices:\n0. /choose move superfang\n1. /choose move encore\n2. /choose switch ironcrown\n3. /choose switch hatterene\n4. /choose switch araquanid\n5. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose switch zarude\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n\nHere is the impact of the player's zarude moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 23% - 27%\nknockoff: 9% - 11%\npowerwhip: 17% - 20%\n\n\nHere is the impact of the opponent's coalossal moves and the hp range that the move will do:\nrapidspin: 9% - 11%\n\n\nThe winner's active Pokemon is zarude. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose move knockoff\n3. /choose move powerwhip\n4. /choose move swordsdance terastallize\n5. /choose move closecombat terastallize\n6. /choose move knockoff terastallize\n7. /choose move powerwhip terastallize\n8. /choose switch ironcrown\n9. /choose switch hatterene\n10. /choose switch araquanid\n11. /choose switch pachirisu\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\n\nHere is the impact of the player's pachirisu moves and the hp range that the move will do:\nsuperfang: 0 - 0\nencore: 0 - 0\n\n\nHere is the impact of the opponent's regirock moves and the hp range that the move will do:\nbodypress: 217% - 256%\n\n\nThe winner's active Pokemon is pachirisu. They had the following choices:\n0. /choose move superfang\n1. /choose move encore\n2. /choose switch ironcrown\n3. /choose switch hatterene\n4. /choose switch araquanid\n5. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose move encore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\nturn 13\nswitch p2a: Gliscor Gliscor, L76, M 98/239 tox\nmove p1a: Pachirisu Encore [still]\n-heal p2a: Gliscor 127/239 tox [from] ability: Poison Heal\nturn 14\nswitch p1a: Hatterene Hatterene, L86, F 149/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n-heal p2a: Gliscor 156/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's hatterene moves and the hp range that the move will do:\nstealthrock: 0 - 0\npsychicnoise: 37% - 43%\nnuzzle: 0 - 0\n\n\nHere is the impact of the opponent's gliscor moves and the hp range that the move will do:\nstealthrock: 0 - 0\nknockoff: 21% - 25%\nuturn: 22% - 27%\n\n\nThe winner's active Pokemon is hatterene. They had the following choices:\n0. /choose move stealthrock\n1. /choose move psychicnoise\n2. /choose move nuzzle\n3. /choose switch ironcrown\n4. /choose switch araquanid\n5. /choose switch pachirisu\n6. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose move psychicnoise\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\nturn 13\nswitch p2a: Gliscor Gliscor, L76, M 98/239 tox\nmove p1a: Pachirisu Encore [still]\n-heal p2a: Gliscor 127/239 tox [from] ability: Poison Heal\nturn 14\nswitch p1a: Hatterene Hatterene, L86, F 149/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n-heal p2a: Gliscor 156/239 tox [from] ability: Poison Heal\nturn 15\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 76/238\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 23/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 16\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 0 fnt\nfaint p1a: Hatterene\n-end p2a: Gliscor move: Heal Block\nswitch p1a: Zarude Zarude, L78 263/292\n\nHere is the impact of the player's zarude moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 85% - 101%\nknockoff: 138% - 167%\npowerwhip: 259% - 304%\n\n\nHere is the impact of the opponent's gliscor moves and the hp range that the move will do:\nstealthrock: 0 - 0\nknockoff: 9% - 10%\nuturn: 53% - 63%\nearthquake: 14% - 16%\n\n\nThe winner's active Pokemon is zarude. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose move knockoff\n3. /choose move powerwhip\n4. /choose move swordsdance terastallize\n5. /choose move closecombat terastallize\n6. /choose move knockoff terastallize\n7. /choose move powerwhip terastallize\n8. /choose switch ironcrown\n9. /choose switch araquanid\n10. /choose switch pachirisu\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\nturn 13\nswitch p2a: Gliscor Gliscor, L76, M 98/239 tox\nmove p1a: Pachirisu Encore [still]\n-heal p2a: Gliscor 127/239 tox [from] ability: Poison Heal\nturn 14\nswitch p1a: Hatterene Hatterene, L86, F 149/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n-heal p2a: Gliscor 156/239 tox [from] ability: Poison Heal\nturn 15\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 76/238\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 23/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 16\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 0 fnt\nfaint p1a: Hatterene\n-end p2a: Gliscor move: Heal Block\nswitch p1a: Zarude Zarude, L78 263/292\nturn 17\nmove p1a: Zarude Knock Off p2a: Gliscor\n-damage p2a: Gliscor 0 fnt\n-enditem p2a: Gliscor Toxic Orb [from] move: Knock Off [of] p1a: Zarude\nfaint p2a: Gliscor\n-damage p1a: Zarude 234/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\n-damage p2a: Regirock 244/278 [from] Stealth Rock\nturn 18\nswitch p1a: Pachirisu Pachirisu, L95, F 51/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 0 fnt\nfaint p1a: Pachirisu\nswitch p1a: Araquanid Araquanid, L82, F 211/246\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nstickyweb: 0 - 0\nhydropump: 33% - 39%\n\n\nHere is the impact of the opponent's regirock moves and the hp range that the move will do:\nbodypress: 24% - 28%\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move stickyweb\n1. /choose move hydropump\n2. /choose switch ironcrown\n3. /choose switch zarude\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\nturn 13\nswitch p2a: Gliscor Gliscor, L76, M 98/239 tox\nmove p1a: Pachirisu Encore [still]\n-heal p2a: Gliscor 127/239 tox [from] ability: Poison Heal\nturn 14\nswitch p1a: Hatterene Hatterene, L86, F 149/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n-heal p2a: Gliscor 156/239 tox [from] ability: Poison Heal\nturn 15\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 76/238\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 23/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 16\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 0 fnt\nfaint p1a: Hatterene\n-end p2a: Gliscor move: Heal Block\nswitch p1a: Zarude Zarude, L78 263/292\nturn 17\nmove p1a: Zarude Knock Off p2a: Gliscor\n-damage p2a: Gliscor 0 fnt\n-enditem p2a: Gliscor Toxic Orb [from] move: Knock Off [of] p1a: Zarude\nfaint p2a: Gliscor\n-damage p1a: Zarude 234/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\n-damage p2a: Regirock 244/278 [from] Stealth Rock\nturn 18\nswitch p1a: Pachirisu Pachirisu, L95, F 51/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 0 fnt\nfaint p1a: Pachirisu\nswitch p1a: Araquanid Araquanid, L82, F 211/246\nturn 19\nswitch p2a: Rotom Rotom-Wash, L82 108/216\nmove p1a: Araquanid Hydro Pump p2a: Rotom\n-damage p2a: Rotom 44/216\nturn 20\nswitch p1a: Zarude Zarude, L78 234/292\nmove p2a: Rotom Volt Switch p1a: Zarude\n-damage p1a: Zarude 196/292\nswitch p2a: Regirock Regirock, L86 244/278 [from] Volt Switch\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\n-damage p2a: Regirock 210/278 [from] Stealth Rock\n\nHere is the impact of the player's zarude moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 18% - 22%\nknockoff: 7% - 9%\npowerwhip: 27% - 33%\n\n\nHere is the impact of the opponent's regirock moves and the hp range that the move will do:\nbodypress: 97% - 116%\n\n\nThe winner's active Pokemon is zarude. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose move knockoff\n3. /choose move powerwhip\n4. /choose move swordsdance terastallize\n5. /choose move closecombat terastallize\n6. /choose move knockoff terastallize\n7. /choose move powerwhip terastallize\n8. /choose switch ironcrown\n9. /choose switch araquanid\n\n\nThe winner chose to do the following:\n/choose move powerwhip\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Iron Crown Iron Crown, L79 272/272\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\nturn 1\nswitch p2a: Gliscor Gliscor, L76, M 239/239\nmove p1a: Iron Crown Volt Switch p2a: Gliscor\n-immune p2a: Gliscor\n-status p2a: Gliscor tox [from] item: Toxic Orb\nturn 2\n-end p1a: Iron Crown Quark Drive [silent]\nswitch p1a: Hatterene Hatterene, L86, F 238/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\nturn 3\nmove p2a: Gliscor Knock Off p1a: Hatterene\n-damage p1a: Hatterene 189/238\n-enditem p1a: Hatterene Assault Vest [from] move: Knock Off [of] p2a: Gliscor\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 98/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 4\nmove p2a: Gliscor U-turn p1a: Hatterene\n-damage p1a: Hatterene 149/238\nswitch p2a: Coalossal Coalossal, L88, F 337/337 [from] U-turn\nmove p1a: Hatterene Nuzzle p2a: Coalossal\n-damage p2a: Coalossal 325/337\n-status p2a: Coalossal par\nturn 5\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Coalossal Rapid Spin p1a: Araquanid\n-damage p1a: Araquanid 211/246\n-boost p2a: Coalossal spe 1\n-sideend p2: pokeblade☆101 Stealth Rock [from] move: Rapid Spin [of] p2a: Coalossal\nturn 6\nswitch p2a: Rotom Rotom-Wash, L82 216/216\nmove p1a: Araquanid Sticky Web p2a: Rotom\n-sidestart p2: pokeblade☆101 move: Sticky Web\nturn 7\nswitch p1a: Pachirisu Pachirisu, L95, F 268/268\nmove p2a: Rotom Trick p1a: Pachirisu\n-activate p2a: Rotom move: Trick [of] p1a: Pachirisu\n-item p1a: Pachirisu Choice Scarf [from] move: Trick\n-item p2a: Rotom Heavy-Duty Boots [from] move: Trick\nturn 8\nmove p1a: Pachirisu Super Fang p2a: Rotom\n-damage p2a: Rotom 108/216\nmove p2a: Rotom Hydro Pump p1a: Pachirisu\n-damage p1a: Pachirisu 165/268\nturn 9\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Rotom Hydro Pump p1a: Zarude [miss]\nturn 10\nswitch p2a: Coalossal Coalossal, L88, F 325/337 par\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\nturn 11\nmove p1a: Zarude Close Combat p2a: Coalossal\n-damage p2a: Coalossal 0 fnt\n-unboost p1a: Zarude def 1\n-unboost p1a: Zarude spd 1\nfaint p2a: Coalossal\n-damage p1a: Zarude 263/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\nturn 12\nswitch p1a: Pachirisu Pachirisu, L95, F 165/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 51/268\nturn 13\nswitch p2a: Gliscor Gliscor, L76, M 98/239 tox\nmove p1a: Pachirisu Encore [still]\n-heal p2a: Gliscor 127/239 tox [from] ability: Poison Heal\nturn 14\nswitch p1a: Hatterene Hatterene, L86, F 149/238\nmove p2a: Gliscor Stealth Rock p1a: Hatterene\nmove p1a: Hatterene Stealth Rock p2a: Gliscor\n-sidestart p2: pokeblade☆101 move: Stealth Rock\n-heal p2a: Gliscor 156/239 tox [from] ability: Poison Heal\nturn 15\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 76/238\nmove p1a: Hatterene Psychic Noise p2a: Gliscor\n-damage p2a: Gliscor 23/239 tox\n-start p2a: Gliscor move: Heal Block\nturn 16\nmove p2a: Gliscor Earthquake p1a: Hatterene\n-damage p1a: Hatterene 0 fnt\nfaint p1a: Hatterene\n-end p2a: Gliscor move: Heal Block\nswitch p1a: Zarude Zarude, L78 263/292\nturn 17\nmove p1a: Zarude Knock Off p2a: Gliscor\n-damage p2a: Gliscor 0 fnt\n-enditem p2a: Gliscor Toxic Orb [from] move: Knock Off [of] p1a: Zarude\nfaint p2a: Gliscor\n-damage p1a: Zarude 234/292 [from] item: Life Orb\nswitch p2a: Regirock Regirock, L86 278/278\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\n-damage p2a: Regirock 244/278 [from] Stealth Rock\nturn 18\nswitch p1a: Pachirisu Pachirisu, L95, F 51/268\nmove p2a: Regirock Body Press p1a: Pachirisu\n-damage p1a: Pachirisu 0 fnt\nfaint p1a: Pachirisu\nswitch p1a: Araquanid Araquanid, L82, F 211/246\nturn 19\nswitch p2a: Rotom Rotom-Wash, L82 108/216\nmove p1a: Araquanid Hydro Pump p2a: Rotom\n-damage p2a: Rotom 44/216\nturn 20\nswitch p1a: Zarude Zarude, L78 234/292\nmove p2a: Rotom Volt Switch p1a: Zarude\n-damage p1a: Zarude 196/292\nswitch p2a: Regirock Regirock, L86 244/278 [from] Volt Switch\n-activate p2a: Regirock move: Sticky Web\n-unboost p2a: Regirock spe 1\n-damage p2a: Regirock 210/278 [from] Stealth Rock\nturn 21\n-terastallize p1a: Zarude Grass\nmove p1a: Zarude Power Whip p2a: Regirock\n-damage p2a: Regirock 0 fnt\nfaint p2a: Regirock\n-damage p1a: Zarude 167/292 [from] item: Life Orb\nswitch p2a: Dudunsparce Dudunsparce, L82, M 339/339\n-activate p2a: Dudunsparce move: Sticky Web\n-unboost p2a: Dudunsparce spe 1\n-damage p2a: Dudunsparce 297/339 [from] Stealth Rock\nturn 22\nmove p1a: Zarude Power Whip p2a: Dudunsparce\n-damage p2a: Dudunsparce 60/339\n-damage p1a: Zarude 138/292 [from] item: Life Orb\nmove p2a: Dudunsparce Boomburst p1a: Zarude\n-damage p1a: Zarude 6/292\n-heal p2a: Dudunsparce 81/339 [from] item: Leftovers\n\nHere is the impact of the player's zarude moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 90% - 107%\nknockoff: 54% - 64%\npowerwhip: 90% - 107%\n\n\nHere is the impact of the opponent's dudunsparce moves and the hp range that the move will do:\nboomburst: 1950% - 2300%\n\n\nThe winner's active Pokemon is zarude. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose move knockoff\n3. /choose move powerwhip\n4. /choose switch ironcrown\n5. /choose switch araquanid\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,339
gen9randombattle-2062515664
2,200
|j|☆we are married bro |j|☆Carbonara Trio |t:|1708308571 |gametype|singles |player|p1|we are married bro|pokekid|2234 |player|p2|Carbonara Trio|emmet|2177 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1708308571 |start |switch|p1a: Dugtrio|Dugtrio-Alola, L85, F|198/198 |switch|p2a: Cobalion|Cobalion, L80|277/277 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by we are married bro) |inactive|we are married bro has 120 seconds left. |inactive|Carbonara Trio has 120 seconds left. | |t:|1708308619 |switch|p1a: Salamence|Salamence, L77, M|273/273 |-ability|p1a: Salamence|Intimidate|boost |-unboost|p2a: Cobalion|atk|1 |move|p2a: Cobalion|Body Press|p1a: Salamence |-resisted|p1a: Salamence |-damage|p1a: Salamence|221/273 | |upkeep |turn|2 | |t:|1708308641 |move|p2a: Cobalion|Stone Edge|p1a: Salamence |-supereffective|p1a: Salamence |-damage|p1a: Salamence|119/273 |move|p1a: Salamence|Dragon Dance|p1a: Salamence |-boost|p1a: Salamence|atk|1 |-boost|p1a: Salamence|spe|1 | |upkeep |turn|3 | |t:|1708308660 |move|p1a: Salamence|Earthquake|p2a: Cobalion |-supereffective|p2a: Cobalion |-damage|p2a: Cobalion|85/277 |move|p2a: Cobalion|Stealth Rock|p1a: Salamence |-sidestart|p1: we are married bro|move: Stealth Rock | |-heal|p2a: Cobalion|102/277|[from] item: Leftovers |upkeep |turn|4 | |t:|1708308677 |switch|p2a: Honchkrow|Honchkrow, L86, M|312/312 |move|p1a: Salamence|Dual Wingbeat|p2a: Honchkrow |-damage|p2a: Honchkrow|222/312 |-damage|p2a: Honchkrow|123/312 |-hitcount|p2a: Honchkrow|2 | |upkeep |turn|5 | |t:|1708308694 |move|p1a: Salamence|Dragon Dance|p1a: Salamence |-boost|p1a: Salamence|atk|1 |-boost|p1a: Salamence|spe|1 |move|p2a: Honchkrow|Brave Bird|p1a: Salamence |-damage|p1a: Salamence|0 fnt |faint|p1a: Salamence |-ability|p2a: Honchkrow|Moxie|boost |-boost|p2a: Honchkrow|atk|1 |-damage|p2a: Honchkrow|84/312|[from] Recoil | |upkeep |c|☆we are married bro|brainless play | |t:|1708308712 |switch|p1a: Poliwrath|Poliwrath, L88, M|302/302 |-damage|p1a: Poliwrath|284/302|[from] Stealth Rock |turn|6 |inactive|Carbonara Trio has 120 seconds left. |c|☆we are married bro|low ladder players like you are unpredictable |c|☆we are married bro|i can’t play against low ladder kids | |t:|1708308760 |switch|p2a: Cobalion|Cobalion, L80|102/277 |move|p1a: Poliwrath|Liquidation|p2a: Cobalion |-damage|p2a: Cobalion|0 fnt |faint|p2a: Cobalion |-damage|p1a: Poliwrath|254/302|[from] item: Life Orb | |upkeep | |t:|1708308763 |switch|p2a: Iron Leaves|Iron Leaves, L80|275/275 |turn|7 | |t:|1708308770 |switch|p1a: Articuno|Articuno-Galar, L83|285/285 |move|p2a: Iron Leaves|Leaf Blade|p1a: Articuno |-resisted|p1a: Articuno |-damage|p1a: Articuno|211/285 |-damage|p2a: Iron Leaves|248/275|[from] item: Life Orb | |upkeep |turn|8 |inactive|Carbonara Trio has 120 seconds left. | |t:|1708308782 |-end|p2a: Iron Leaves|Quark Drive|[silent] |switch|p2a: Registeel|Registeel, L83|268/268 |move|p1a: Articuno|Calm Mind|p1a: Articuno |-boost|p1a: Articuno|spa|1 |-boost|p1a: Articuno|spd|1 | |upkeep |turn|9 |inactive|Carbonara Trio has 120 seconds left. |inactive|we are married bro has 120 seconds left. | |t:|1708308834 |switch|p1a: Flygon|Flygon, L82, F|265/265 |-damage|p1a: Flygon|249/265|[from] Stealth Rock |move|p2a: Registeel|Iron Head|p1a: Flygon |-damage|p1a: Flygon|177/265 | |upkeep |turn|10 | |t:|1708308838 |move|p1a: Flygon|Dragon Dance|p1a: Flygon |-boost|p1a: Flygon|atk|1 |-boost|p1a: Flygon|spe|1 |move|p2a: Registeel|Iron Defense|p2a: Registeel |-boost|p2a: Registeel|def|2 | |upkeep |turn|11 | |t:|1708308841 |move|p1a: Flygon|Dragon Dance|p1a: Flygon |-boost|p1a: Flygon|atk|1 |-boost|p1a: Flygon|spe|1 |move|p2a: Registeel|Body Press|p1a: Flygon |-damage|p1a: Flygon|0 fnt |faint|p1a: Flygon | |upkeep |c|☆Carbonara Trio|lmfao |inactive|we are married bro has 120 seconds left. |c|☆we are married bro|the fuck is so funny? |c|☆we are married bro|your elo ranking? |c|☆we are married bro|2176 |c|☆we are married bro|2 |c|☆we are married bro|1 |c|☆we are married bro|lmfao |inactive|we are married bro has 90 seconds left. | |t:|1708308880 |switch|p1a: Dugtrio|Dugtrio-Alola, L85, F|198/198 |-damage|p1a: Dugtrio|192/198|[from] Stealth Rock |turn|12 | |t:|1708308886 |-terastallize|p1a: Dugtrio|Ground |move|p1a: Dugtrio|Swords Dance|p1a: Dugtrio |-boost|p1a: Dugtrio|atk|2 |move|p2a: Registeel|Body Press|p1a: Dugtrio |-damage|p1a: Dugtrio|0 fnt |-ability|p1a: Dugtrio|Tangling Hair |-fail|p2a: Registeel|unboost|[from] ability: Clear Body|[of] p2a: Registeel |faint|p1a: Dugtrio | |upkeep |c|☆Carbonara Trio|LMAO |c|☆we are married bro|garbage player |c|☆we are married bro|stay low ladder |-message|we are married bro forfeited. | |win|Carbonara Trio |raw|we are married bro's rating: 2234 &rarr; <strong>2211</strong><br />(-23 for losing) |raw|Carbonara Trio's rating: 2177 &rarr; <strong>2200</strong><br />(+23 for winning) |l|☆we are married bro |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nbodypress: 69% - 82%\nstoneedge: 5% - 6%\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's dugtrioalola moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move bodypress\n1. /choose move stoneedge\n2. /choose move stealthrock\n3. /choose switch honchkrow\n4. /choose switch ironleaves\n5. /choose switch registeel\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\nturn 1\nswitch p1a: Salamence Salamence, L77, M 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Cobalion atk 1\nmove p2a: Cobalion Body Press p1a: Salamence\n-damage p1a: Salamence 221/273\nturn 2\nmove p2a: Cobalion Stone Edge p1a: Salamence\n-damage p1a: Salamence 119/273\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nbodypress: 17% - 20%\nstoneedge: 29% - 34%\nstealthrock: 0 - 0\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move bodypress\n1. /choose move stoneedge\n2. /choose move stealthrock\n3. /choose switch honchkrow\n4. /choose switch ironleaves\n5. /choose switch registeel\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\nturn 1\nswitch p1a: Salamence Salamence, L77, M 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Cobalion atk 1\nmove p2a: Cobalion Body Press p1a: Salamence\n-damage p1a: Salamence 221/273\nturn 2\nmove p2a: Cobalion Stone Edge p1a: Salamence\n-damage p1a: Salamence 119/273\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 3\nmove p1a: Salamence Earthquake p2a: Cobalion\n-damage p2a: Cobalion 85/277\nmove p2a: Cobalion Stealth Rock p1a: Salamence\n-sidestart p1: we are married bro move: Stealth Rock\n-heal p2a: Cobalion 102/277 [from] item: Leftovers\nturn 4\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Salamence Dual Wingbeat p2a: Honchkrow\n-damage p2a: Honchkrow 222/312\n-damage p2a: Honchkrow 123/312\n\nHere is the impact of the player's honchkrow moves and the hp range that the move will do:\nbravebird: 58% - 68%\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\nearthquake: 0 - 0\ndualwingbeat: 156% - 185%\n\n\nThe winner's active Pokemon is honchkrow. They had the following choices:\n0. /choose move bravebird\n1. /choose switch cobalion\n2. /choose switch ironleaves\n3. /choose switch registeel\n\n\nThe winner chose to do the following:\n/choose move bravebird\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\nturn 1\nswitch p1a: Salamence Salamence, L77, M 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Cobalion atk 1\nmove p2a: Cobalion Body Press p1a: Salamence\n-damage p1a: Salamence 221/273\nturn 2\nmove p2a: Cobalion Stone Edge p1a: Salamence\n-damage p1a: Salamence 119/273\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 3\nmove p1a: Salamence Earthquake p2a: Cobalion\n-damage p2a: Cobalion 85/277\nmove p2a: Cobalion Stealth Rock p1a: Salamence\n-sidestart p1: we are married bro move: Stealth Rock\n-heal p2a: Cobalion 102/277 [from] item: Leftovers\nturn 4\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Salamence Dual Wingbeat p2a: Honchkrow\n-damage p2a: Honchkrow 222/312\n-damage p2a: Honchkrow 123/312\nturn 5\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Honchkrow Brave Bird p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-ability p2a: Honchkrow Moxie boost\n-boost p2a: Honchkrow atk 1\n-damage p2a: Honchkrow 84/312 [from] Recoil\nswitch p1a: Poliwrath Poliwrath, L88, M 302/302\n-damage p1a: Poliwrath 284/302 [from] Stealth Rock\nturn 6\nswitch p2a: Cobalion Cobalion, L80 102/277\nmove p1a: Poliwrath Liquidation p2a: Cobalion\n-damage p2a: Cobalion 0 fnt\nfaint p2a: Cobalion\n-damage p1a: Poliwrath 254/302 [from] item: Life Orb\nswitch p2a: Iron Leaves Iron Leaves, L80 275/275\n\nHere is the impact of the player's ironleaves moves and the hp range that the move will do:\nleafblade: 25% - 30%\n\n\nHere is the impact of the opponent's poliwrath moves and the hp range that the move will do:\nliquidation: 22% - 26%\n\n\nThe winner's active Pokemon is ironleaves. They had the following choices:\n0. /choose move leafblade\n1. /choose switch honchkrow\n2. /choose switch registeel\n\n\nThe winner chose to do the following:\n/choose move leafblade\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\nturn 1\nswitch p1a: Salamence Salamence, L77, M 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Cobalion atk 1\nmove p2a: Cobalion Body Press p1a: Salamence\n-damage p1a: Salamence 221/273\nturn 2\nmove p2a: Cobalion Stone Edge p1a: Salamence\n-damage p1a: Salamence 119/273\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 3\nmove p1a: Salamence Earthquake p2a: Cobalion\n-damage p2a: Cobalion 85/277\nmove p2a: Cobalion Stealth Rock p1a: Salamence\n-sidestart p1: we are married bro move: Stealth Rock\n-heal p2a: Cobalion 102/277 [from] item: Leftovers\nturn 4\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Salamence Dual Wingbeat p2a: Honchkrow\n-damage p2a: Honchkrow 222/312\n-damage p2a: Honchkrow 123/312\nturn 5\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Honchkrow Brave Bird p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-ability p2a: Honchkrow Moxie boost\n-boost p2a: Honchkrow atk 1\n-damage p2a: Honchkrow 84/312 [from] Recoil\nswitch p1a: Poliwrath Poliwrath, L88, M 302/302\n-damage p1a: Poliwrath 284/302 [from] Stealth Rock\nturn 6\nswitch p2a: Cobalion Cobalion, L80 102/277\nmove p1a: Poliwrath Liquidation p2a: Cobalion\n-damage p2a: Cobalion 0 fnt\nfaint p2a: Cobalion\n-damage p1a: Poliwrath 254/302 [from] item: Life Orb\nswitch p2a: Iron Leaves Iron Leaves, L80 275/275\nturn 7\nswitch p1a: Articuno Articuno-Galar, L83 285/285\nmove p2a: Iron Leaves Leaf Blade p1a: Articuno\n-damage p1a: Articuno 211/285\n-damage p2a: Iron Leaves 248/275 [from] item: Life Orb\nturn 8\n-end p2a: Iron Leaves Quark Drive [silent]\nswitch p2a: Registeel Registeel, L83 268/268\nmove p1a: Articuno Calm Mind p1a: Articuno\n-boost p1a: Articuno spa 1\n-boost p1a: Articuno spd 1\n\nHere is the impact of the player's registeel moves and the hp range that the move will do:\nironhead: 11% - 13%\nirondefense: 0 - 0\nbodypress: 3% - 4%\n\n\nHere is the impact of the opponent's articunogalar moves and the hp range that the move will do:\ncalmmind: 0 - 0\n\n\nThe winner's active Pokemon is registeel. They had the following choices:\n0. /choose move ironhead\n1. /choose move irondefense\n2. /choose move bodypress\n3. /choose switch honchkrow\n4. /choose switch ironleaves\n\n\nThe winner chose to do the following:\n/choose move ironhead\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Dugtrio Dugtrio-Alola, L85, F 198/198\nswitch p2a: Cobalion Cobalion, L80 277/277\nturn 1\nswitch p1a: Salamence Salamence, L77, M 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Cobalion atk 1\nmove p2a: Cobalion Body Press p1a: Salamence\n-damage p1a: Salamence 221/273\nturn 2\nmove p2a: Cobalion Stone Edge p1a: Salamence\n-damage p1a: Salamence 119/273\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 3\nmove p1a: Salamence Earthquake p2a: Cobalion\n-damage p2a: Cobalion 85/277\nmove p2a: Cobalion Stealth Rock p1a: Salamence\n-sidestart p1: we are married bro move: Stealth Rock\n-heal p2a: Cobalion 102/277 [from] item: Leftovers\nturn 4\nswitch p2a: Honchkrow Honchkrow, L86, M 312/312\nmove p1a: Salamence Dual Wingbeat p2a: Honchkrow\n-damage p2a: Honchkrow 222/312\n-damage p2a: Honchkrow 123/312\nturn 5\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Honchkrow Brave Bird p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-ability p2a: Honchkrow Moxie boost\n-boost p2a: Honchkrow atk 1\n-damage p2a: Honchkrow 84/312 [from] Recoil\nswitch p1a: Poliwrath Poliwrath, L88, M 302/302\n-damage p1a: Poliwrath 284/302 [from] Stealth Rock\nturn 6\nswitch p2a: Cobalion Cobalion, L80 102/277\nmove p1a: Poliwrath Liquidation p2a: Cobalion\n-damage p2a: Cobalion 0 fnt\nfaint p2a: Cobalion\n-damage p1a: Poliwrath 254/302 [from] item: Life Orb\nswitch p2a: Iron Leaves Iron Leaves, L80 275/275\nturn 7\nswitch p1a: Articuno Articuno-Galar, L83 285/285\nmove p2a: Iron Leaves Leaf Blade p1a: Articuno\n-damage p1a: Articuno 211/285\n-damage p2a: Iron Leaves 248/275 [from] item: Life Orb\nturn 8\n-end p2a: Iron Leaves Quark Drive [silent]\nswitch p2a: Registeel Registeel, L83 268/268\nmove p1a: Articuno Calm Mind p1a: Articuno\n-boost p1a: Articuno spa 1\n-boost p1a: Articuno spd 1\nturn 9\nswitch p1a: Flygon Flygon, L82, F 265/265\n-damage p1a: Flygon 249/265 [from] Stealth Rock\nmove p2a: Registeel Iron Head p1a: Flygon\n-damage p1a: Flygon 177/265\nturn 10\nmove p1a: Flygon Dragon Dance p1a: Flygon\n-boost p1a: Flygon atk 1\n-boost p1a: Flygon spe 1\nmove p2a: Registeel Iron Defense p2a: Registeel\n-boost p2a: Registeel def 2\n\nHere is the impact of the player's registeel moves and the hp range that the move will do:\nironhead: 15% - 18%\nirondefense: 0 - 0\nbodypress: 37% - 44%\n\n\nHere is the impact of the opponent's flygon moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is registeel. They had the following choices:\n0. /choose move ironhead\n1. /choose move irondefense\n2. /choose move bodypress\n3. /choose switch honchkrow\n4. /choose switch ironleaves\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,340
gen9randombattle-2056239695
2,200
|j|☆SOMEB0DY SCREAM |j|☆pokeblade☆101 |t:|1707577593 |gametype|singles |player|p1|SOMEB0DY SCREAM|2|2173 |player|p2|pokeblade☆101|#rbtt7teamchiyu|2295 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1707577593 |start |switch|p1a: Bellibolt|Bellibolt, L84, F|320/320 |switch|p2a: Plusle|Plusle, L94, F|265/265 |turn|1 | |t:|1707577608 |switch|p2a: Spidops|Spidops, L96, M|271/271 |switch|p1a: Froslass|Froslass, L87, F|263/263 | |upkeep |turn|2 |c|☆SOMEB0DY SCREAM|youre the best player imo |c|☆SOMEB0DY SCREAM|huge fan | |t:|1707577658 |move|p1a: Froslass|Spikes|p2a: Spidops |-sidestart|p2: pokeblade☆101|Spikes |move|p2a: Spidops|Knock Off|p1a: Froslass |-supereffective|p1a: Froslass |-damage|p1a: Froslass|93/263 |-enditem|p1a: Froslass|Wide Lens|[from] move: Knock Off|[of] p2a: Spidops | |upkeep |turn|3 | |t:|1707577667 |move|p1a: Froslass|Spikes|p2a: Spidops |-sidestart|p2: pokeblade☆101|Spikes |move|p2a: Spidops|Knock Off|p1a: Froslass |-supereffective|p1a: Froslass |-damage|p1a: Froslass|0 fnt |-start|p2a: Spidops|Disable|Knock Off|[from] ability: Cursed Body|[of] p1a: Froslass |faint|p1a: Froslass | |upkeep |c|☆SOMEB0DY SCREAM|damn |c|☆SOMEB0DY SCREAM|i had destiny |c|☆SOMEB0DY SCREAM|thought youd predict |c|☆pokeblade☆101|lol yeah thats why i did it | |t:|1707577756 |switch|p1a: Primarina|Primarina, L83, M|268/268 |turn|4 | |t:|1707577764 |move|p1a: Primarina|Moonblast|p2a: Spidops |-damage|p2a: Spidops|111/271 |-unboost|p2a: Spidops|spa|1 |move|p2a: Spidops|Sticky Web|p1a: Primarina |-sidestart|p1: SOMEB0DY SCREAM|move: Sticky Web | |upkeep |turn|5 | |t:|1707577776 |switch|p2a: Iron Moth|Iron Moth, L78|253/253 |-damage|p2a: Iron Moth|211/253|[from] Spikes |move|p1a: Primarina|Moonblast|p2a: Iron Moth |-resisted|p2a: Iron Moth |-damage|p2a: Iron Moth|168/253 | |upkeep |turn|6 | |t:|1707577823 |move|p2a: Iron Moth|U-turn|p1a: Primarina |-resisted|p1a: Primarina |-damage|p1a: Primarina|248/268 | |t:|1707577826 |-end|p2a: Iron Moth|Quark Drive|[silent] |switch|p2a: Camerupt|Camerupt, L90, F|272/272|[from] U-turn |-damage|p2a: Camerupt|227/272|[from] Spikes |move|p1a: Primarina|Moonblast|p2a: Camerupt |-resisted|p2a: Camerupt |-damage|p2a: Camerupt|139/272 | |-heal|p2a: Camerupt|156/272|[from] item: Leftovers |upkeep |turn|7 | |t:|1707577848 |switch|p1a: Basculin|Basculin, L86, F|261/261 |-activate|p1a: Basculin|move: Sticky Web |-unboost|p1a: Basculin|spe|1 |move|p2a: Camerupt|Stealth Rock|p1a: Basculin |-sidestart|p1: SOMEB0DY SCREAM|move: Stealth Rock | |-heal|p2a: Camerupt|173/272|[from] item: Leftovers |upkeep |turn|8 | |t:|1707577887 |switch|p2a: Spidops|Spidops, L96, M|111/271 |move|p1a: Basculin|Flip Turn|p2a: Spidops |-damage|p2a: Spidops|3/271 |j| DHX125 | |t:|1707577926 |switch|p1a: Dragonite|Dragonite, L74, M|257/257|[from] Flip Turn | |upkeep |turn|9 | |t:|1707577964 |move|p1a: Dragonite|Earthquake|p2a: Spidops |-resisted|p2a: Spidops |-damage|p2a: Spidops|0 fnt |faint|p2a: Spidops | |upkeep | |t:|1707577979 |switch|p2a: Polteageist|Polteageist, L79|224/224 |-damage|p2a: Polteageist|187/224|[from] Spikes |turn|10 | |t:|1707577991 |move|p1a: Dragonite|Dragon Dance|p1a: Dragonite |-boost|p1a: Dragonite|atk|1 |-boost|p1a: Dragonite|spe|1 |move|p2a: Polteageist|Shell Smash|p2a: Polteageist |-unboost|p2a: Polteageist|def|1 |-unboost|p2a: Polteageist|spd|1 |-boost|p2a: Polteageist|atk|2 |-boost|p2a: Polteageist|spa|2 |-boost|p2a: Polteageist|spe|2 |-enditem|p2a: Polteageist|White Herb |-clearnegativeboost|p2a: Polteageist|[silent] | |upkeep |turn|11 | |t:|1707578003 |move|p2a: Polteageist|Stored Power|p1a: Dragonite |-damage|p1a: Dragonite|139/257 |move|p1a: Dragonite|Dragon Dance|p1a: Dragonite |-boost|p1a: Dragonite|atk|1 |-boost|p1a: Dragonite|spe|1 | |upkeep |turn|12 | |t:|1707578041 |switch|p2a: Camerupt|Camerupt, L90, F|173/272 |-damage|p2a: Camerupt|128/272|[from] Spikes |move|p1a: Dragonite|Outrage|p2a: Camerupt |-damage|p2a: Camerupt|0 fnt |faint|p2a: Camerupt | |upkeep | |t:|1707578048 |switch|p2a: Deoxys|Deoxys-Speed, L80|211/211 |-damage|p2a: Deoxys|176/211|[from] Spikes |-ability|p2a: Deoxys|Pressure |turn|13 |c|☆SOMEB0DY SCREAM|) : | |t:|1707578059 |move|p2a: Deoxys|Psycho Boost|p1a: Dragonite |-damage|p1a: Dragonite|0 fnt |-unboost|p2a: Deoxys|spa|2 |faint|p1a: Dragonite |-damage|p2a: Deoxys|155/211|[from] item: Life Orb | |upkeep | |t:|1707578094 |switch|p1a: Bellibolt|Bellibolt, L84, F|320/320 |-activate|p1a: Bellibolt|move: Sticky Web |-unboost|p1a: Bellibolt|spe|1 |-damage|p1a: Bellibolt|280/320|[from] Stealth Rock |turn|14 | |t:|1707578151 |switch|p2a: Iron Moth|Iron Moth, L78|168/253 |-damage|p2a: Iron Moth|126/253|[from] Spikes |move|p1a: Bellibolt|Muddy Water|p2a: Iron Moth |-supereffective|p2a: Iron Moth |-damage|p2a: Iron Moth|0 fnt |faint|p2a: Iron Moth |-end|p2a: Iron Moth|Quark Drive|[silent] | |-heal|p1a: Bellibolt|300/320|[from] item: Leftovers |upkeep | |t:|1707578168 |switch|p2a: Polteageist|Polteageist, L79|187/224 |-damage|p2a: Polteageist|150/224|[from] Spikes |turn|15 | |t:|1707578210 |move|p2a: Polteageist|Shadow Ball|p1a: Bellibolt |-damage|p1a: Bellibolt|195/320 |-start|p1a: Bellibolt|Charge|Shadow Ball|[from] ability: Electromorphosis |move|p1a: Bellibolt|Volt Switch|p2a: Polteageist |-damage|p2a: Polteageist|5/224 |-start|p1a: Bellibolt|Disable|Volt Switch|[from] ability: Cursed Body|[of] p2a: Polteageist |-end|p1a: Bellibolt|Charge|[silent] | |t:|1707578224 |switch|p1a: Weavile|Weavile, L79, F|240/240|[from] Volt Switch | |upkeep |turn|16 | |t:|1707578242 |move|p1a: Weavile|Swords Dance|p1a: Weavile |-boost|p1a: Weavile|atk|2 |move|p2a: Polteageist|Shadow Ball|p1a: Weavile |-resisted|p1a: Weavile |-damage|p1a: Weavile|183/240 | |upkeep |turn|17 | |t:|1707578274 |move|p1a: Weavile|Swords Dance|p1a: Weavile |-boost|p1a: Weavile|atk|2 |move|p2a: Polteageist|Shell Smash|p2a: Polteageist |-unboost|p2a: Polteageist|def|1 |-unboost|p2a: Polteageist|spd|1 |-boost|p2a: Polteageist|atk|2 |-boost|p2a: Polteageist|spa|2 |-boost|p2a: Polteageist|spe|2 | |upkeep |turn|18 | |t:|1707578277 |move|p1a: Weavile|Ice Shard|p2a: Polteageist |-damage|p2a: Polteageist|0 fnt |faint|p2a: Polteageist | |upkeep | |t:|1707578280 |switch|p2a: Deoxys|Deoxys-Speed, L80|155/211 |-damage|p2a: Deoxys|120/211|[from] Spikes |-ability|p2a: Deoxys|Pressure |turn|19 | |t:|1707578286 |move|p1a: Weavile|Ice Shard|p2a: Deoxys |-damage|p2a: Deoxys|0 fnt |faint|p2a: Deoxys | |upkeep |c|☆pokeblade☆101|gg | |t:|1707578292 |switch|p2a: Plusle|Plusle, L94, F|265/265 |-damage|p2a: Plusle|221/265|[from] Spikes |turn|20 |c|☆SOMEB0DY SCREAM|gg | |t:|1707578299 |move|p1a: Weavile|Knock Off|p2a: Plusle |-damage|p2a: Plusle|0 fnt |-enditem|p2a: Plusle|Life Orb|[from] move: Knock Off|[of] p1a: Weavile |faint|p2a: Plusle | |win|SOMEB0DY SCREAM |raw|SOMEB0DY SCREAM's rating: 2173 &rarr; <strong>2200</strong><br />(+27 for winning) |raw|pokeblade☆101's rating: 2295 &rarr; <strong>2268</strong><br />(-27 for losing) |l| DHX125
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\n\nHere is the impact of the player's bellibolt moves and the hp range that the move will do:\nmuddywater: 9% - 11%\nvoltswitch: 5% - 6%\n\n\nHere is the impact of the opponent's plusle moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is bellibolt. They had the following choices:\n0. /choose move muddywater\n1. /choose move voltswitch\n2. /choose switch froslass\n3. /choose switch primarina\n4. /choose switch basculin\n5. /choose switch dragonite\n6. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose switch froslass\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\n\nHere is the impact of the player's froslass moves and the hp range that the move will do:\nspikes: 0 - 0\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nknockoff: 118% - 139%\n\n\nThe winner's active Pokemon is froslass. They had the following choices:\n0. /choose move spikes\n1. /choose switch bellibolt\n2. /choose switch primarina\n3. /choose switch basculin\n4. /choose switch dragonite\n5. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move spikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\n\nHere is the impact of the player's primarina moves and the hp range that the move will do:\nmoonblast: 36% - 43%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nknockoff: 10% - 11%\nstickyweb: 0 - 0\n\n\nThe winner's active Pokemon is primarina. They had the following choices:\n0. /choose move moonblast\n1. /choose switch bellibolt\n2. /choose switch basculin\n3. /choose switch dragonite\n4. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move moonblast\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\n\nHere is the impact of the player's primarina moves and the hp range that the move will do:\nmoonblast: 15% - 18%\n\n\nHere is the impact of the opponent's camerupt moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is primarina. They had the following choices:\n0. /choose move moonblast\n1. /choose switch bellibolt\n2. /choose switch basculin\n3. /choose switch dragonite\n4. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose switch basculin\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\n\nHere is the impact of the player's dragonite moves and the hp range that the move will do:\nearthquake: 373% - 453%\ndragondance: 0 - 0\noutrage: 1360% - 1613%\n\n\nHere is the impact of the opponent's spidops moves and the hp range that the move will do:\nknockoff: 19% - 22%\nstickyweb: 0 - 0\n\n\nThe winner's active Pokemon is dragonite. They had the following choices:\n0. /choose move earthquake\n1. /choose move dragondance\n2. /choose move outrage\n3. /choose switch bellibolt\n4. /choose switch primarina\n5. /choose switch basculin\n6. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\nturn 9\nmove p1a: Dragonite Earthquake p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Polteageist Polteageist, L79 224/224\n-damage p2a: Polteageist 187/224 [from] Spikes\nturn 10\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\n-enditem p2a: Polteageist White Herb\n-clearnegativeboost p2a: Polteageist [silent]\n\nHere is the impact of the player's dragonite moves and the hp range that the move will do:\nearthquake: 34% - 41%\ndragondance: 0 - 0\noutrage: 63% - 74%\n\n\nHere is the impact of the opponent's polteageist moves and the hp range that the move will do:\nshellsmash: 0 - 0\n\n\nThe winner's active Pokemon is dragonite. They had the following choices:\n0. /choose move earthquake\n1. /choose move dragondance\n2. /choose move outrage\n3. /choose switch bellibolt\n4. /choose switch primarina\n5. /choose switch basculin\n6. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\nturn 9\nmove p1a: Dragonite Earthquake p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Polteageist Polteageist, L79 224/224\n-damage p2a: Polteageist 187/224 [from] Spikes\nturn 10\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\n-enditem p2a: Polteageist White Herb\n-clearnegativeboost p2a: Polteageist [silent]\nturn 11\nmove p2a: Polteageist Stored Power p1a: Dragonite\n-damage p1a: Dragonite 139/257\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nturn 12\nswitch p2a: Camerupt Camerupt, L90, F 173/272\n-damage p2a: Camerupt 128/272 [from] Spikes\nmove p1a: Dragonite Outrage p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Deoxys Deoxys-Speed, L80 211/211\n-damage p2a: Deoxys 176/211 [from] Spikes\n-ability p2a: Deoxys Pressure\n\nHere is the impact of the player's dragonite moves and the hp range that the move will do:\nearthquake: 40% - 47%\ndragondance: 0 - 0\noutrage: 72% - 86%\n\n\nHere is the impact of the opponent's deoxysspeed moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is dragonite. They had the following choices:\n0. /choose move earthquake\n1. /choose move dragondance\n2. /choose move outrage\n3. /choose switch bellibolt\n4. /choose switch primarina\n5. /choose switch basculin\n6. /choose switch weavile\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in bellibolt.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\nturn 9\nmove p1a: Dragonite Earthquake p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Polteageist Polteageist, L79 224/224\n-damage p2a: Polteageist 187/224 [from] Spikes\nturn 10\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\n-enditem p2a: Polteageist White Herb\n-clearnegativeboost p2a: Polteageist [silent]\nturn 11\nmove p2a: Polteageist Stored Power p1a: Dragonite\n-damage p1a: Dragonite 139/257\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nturn 12\nswitch p2a: Camerupt Camerupt, L90, F 173/272\n-damage p2a: Camerupt 128/272 [from] Spikes\nmove p1a: Dragonite Outrage p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Deoxys Deoxys-Speed, L80 211/211\n-damage p2a: Deoxys 176/211 [from] Spikes\n-ability p2a: Deoxys Pressure\nturn 13\nmove p2a: Deoxys Psycho Boost p1a: Dragonite\n-damage p1a: Dragonite 0 fnt\n-unboost p2a: Deoxys spa 2\nfaint p1a: Dragonite\n-damage p2a: Deoxys 155/211 [from] item: Life Orb\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\n-activate p1a: Bellibolt move: Sticky Web\n-unboost p1a: Bellibolt spe 1\n-damage p1a: Bellibolt 280/320 [from] Stealth Rock\nturn 14\nswitch p2a: Iron Moth Iron Moth, L78 168/253\n-damage p2a: Iron Moth 126/253 [from] Spikes\nmove p1a: Bellibolt Muddy Water p2a: Iron Moth\n-damage p2a: Iron Moth 0 fnt\nfaint p2a: Iron Moth\n-end p2a: Iron Moth Quark Drive [silent]\n-heal p1a: Bellibolt 300/320 [from] item: Leftovers\nswitch p2a: Polteageist Polteageist, L79 187/224\n-damage p2a: Polteageist 150/224 [from] Spikes\n\nHere is the impact of the player's bellibolt moves and the hp range that the move will do:\nmuddywater: 16% - 20%\nvoltswitch: 19% - 23%\n\n\nHere is the impact of the opponent's polteageist moves and the hp range that the move will do:\nshellsmash: 0 - 0\nstoredpower: 5% - 6%\n\n\nThe winner's active Pokemon is bellibolt. They had the following choices:\n0. /choose move muddywater\n1. /choose move voltswitch\n2. /choose switch primarina\n3. /choose switch basculin\n4. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move voltswitch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\nturn 9\nmove p1a: Dragonite Earthquake p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Polteageist Polteageist, L79 224/224\n-damage p2a: Polteageist 187/224 [from] Spikes\nturn 10\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\n-enditem p2a: Polteageist White Herb\n-clearnegativeboost p2a: Polteageist [silent]\nturn 11\nmove p2a: Polteageist Stored Power p1a: Dragonite\n-damage p1a: Dragonite 139/257\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nturn 12\nswitch p2a: Camerupt Camerupt, L90, F 173/272\n-damage p2a: Camerupt 128/272 [from] Spikes\nmove p1a: Dragonite Outrage p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Deoxys Deoxys-Speed, L80 211/211\n-damage p2a: Deoxys 176/211 [from] Spikes\n-ability p2a: Deoxys Pressure\nturn 13\nmove p2a: Deoxys Psycho Boost p1a: Dragonite\n-damage p1a: Dragonite 0 fnt\n-unboost p2a: Deoxys spa 2\nfaint p1a: Dragonite\n-damage p2a: Deoxys 155/211 [from] item: Life Orb\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\n-activate p1a: Bellibolt move: Sticky Web\n-unboost p1a: Bellibolt spe 1\n-damage p1a: Bellibolt 280/320 [from] Stealth Rock\nturn 14\nswitch p2a: Iron Moth Iron Moth, L78 168/253\n-damage p2a: Iron Moth 126/253 [from] Spikes\nmove p1a: Bellibolt Muddy Water p2a: Iron Moth\n-damage p2a: Iron Moth 0 fnt\nfaint p2a: Iron Moth\n-end p2a: Iron Moth Quark Drive [silent]\n-heal p1a: Bellibolt 300/320 [from] item: Leftovers\nswitch p2a: Polteageist Polteageist, L79 187/224\n-damage p2a: Polteageist 150/224 [from] Spikes\nturn 15\nmove p2a: Polteageist Shadow Ball p1a: Bellibolt\n-damage p1a: Bellibolt 195/320\n-start p1a: Bellibolt Charge Shadow Ball [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Polteageist\n-damage p2a: Polteageist 5/224\n-start p1a: Bellibolt Disable Volt Switch [from] ability: Cursed Body [of] p2a: Polteageist\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Weavile Weavile, L79, F 240/240 [from] Volt Switch\nturn 16\nmove p1a: Weavile Swords Dance p1a: Weavile\n-boost p1a: Weavile atk 2\nmove p2a: Polteageist Shadow Ball p1a: Weavile\n-damage p1a: Weavile 183/240\n\nHere is the impact of the player's weavile moves and the hp range that the move will do:\nswordsdance: 0 - 0\niceshard: 1076% - 1278%\nknockoff: 3519% - 4153%\n\n\nHere is the impact of the opponent's polteageist moves and the hp range that the move will do:\nshellsmash: 0 - 0\nstoredpower: 0 - 0\nshadowball: 27% - 32%\n\n\nThe winner's active Pokemon is weavile. They had the following choices:\n0. /choose move swordsdance\n1. /choose move iceshard\n2. /choose move knockoff\n3. /choose switch bellibolt\n4. /choose switch primarina\n5. /choose switch basculin\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\nswitch p2a: Plusle Plusle, L94, F 265/265\nturn 1\nswitch p2a: Spidops Spidops, L96, M 271/271\nswitch p1a: Froslass Froslass, L87, F 263/263\nturn 2\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 93/263\n-enditem p1a: Froslass Wide Lens [from] move: Knock Off [of] p2a: Spidops\nturn 3\nmove p1a: Froslass Spikes p2a: Spidops\n-sidestart p2: pokeblade☆101 Spikes\nmove p2a: Spidops Knock Off p1a: Froslass\n-damage p1a: Froslass 0 fnt\n-start p2a: Spidops Disable Knock Off [from] ability: Cursed Body [of] p1a: Froslass\nfaint p1a: Froslass\nswitch p1a: Primarina Primarina, L83, M 268/268\nturn 4\nmove p1a: Primarina Moonblast p2a: Spidops\n-damage p2a: Spidops 111/271\n-unboost p2a: Spidops spa 1\nmove p2a: Spidops Sticky Web p1a: Primarina\n-sidestart p1: SOMEB0DY SCREAM move: Sticky Web\nturn 5\nswitch p2a: Iron Moth Iron Moth, L78 253/253\n-damage p2a: Iron Moth 211/253 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Iron Moth\n-damage p2a: Iron Moth 168/253\nturn 6\nmove p2a: Iron Moth U-turn p1a: Primarina\n-damage p1a: Primarina 248/268\n-end p2a: Iron Moth Quark Drive [silent]\nswitch p2a: Camerupt Camerupt, L90, F 272/272 [from] U-turn\n-damage p2a: Camerupt 227/272 [from] Spikes\nmove p1a: Primarina Moonblast p2a: Camerupt\n-damage p2a: Camerupt 139/272\n-heal p2a: Camerupt 156/272 [from] item: Leftovers\nturn 7\nswitch p1a: Basculin Basculin, L86, F 261/261\n-activate p1a: Basculin move: Sticky Web\n-unboost p1a: Basculin spe 1\nmove p2a: Camerupt Stealth Rock p1a: Basculin\n-sidestart p1: SOMEB0DY SCREAM move: Stealth Rock\n-heal p2a: Camerupt 173/272 [from] item: Leftovers\nturn 8\nswitch p2a: Spidops Spidops, L96, M 111/271\nmove p1a: Basculin Flip Turn p2a: Spidops\n-damage p2a: Spidops 3/271\nswitch p1a: Dragonite Dragonite, L74, M 257/257 [from] Flip Turn\nturn 9\nmove p1a: Dragonite Earthquake p2a: Spidops\n-damage p2a: Spidops 0 fnt\nfaint p2a: Spidops\nswitch p2a: Polteageist Polteageist, L79 224/224\n-damage p2a: Polteageist 187/224 [from] Spikes\nturn 10\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\n-enditem p2a: Polteageist White Herb\n-clearnegativeboost p2a: Polteageist [silent]\nturn 11\nmove p2a: Polteageist Stored Power p1a: Dragonite\n-damage p1a: Dragonite 139/257\nmove p1a: Dragonite Dragon Dance p1a: Dragonite\n-boost p1a: Dragonite atk 1\n-boost p1a: Dragonite spe 1\nturn 12\nswitch p2a: Camerupt Camerupt, L90, F 173/272\n-damage p2a: Camerupt 128/272 [from] Spikes\nmove p1a: Dragonite Outrage p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Deoxys Deoxys-Speed, L80 211/211\n-damage p2a: Deoxys 176/211 [from] Spikes\n-ability p2a: Deoxys Pressure\nturn 13\nmove p2a: Deoxys Psycho Boost p1a: Dragonite\n-damage p1a: Dragonite 0 fnt\n-unboost p2a: Deoxys spa 2\nfaint p1a: Dragonite\n-damage p2a: Deoxys 155/211 [from] item: Life Orb\nswitch p1a: Bellibolt Bellibolt, L84, F 320/320\n-activate p1a: Bellibolt move: Sticky Web\n-unboost p1a: Bellibolt spe 1\n-damage p1a: Bellibolt 280/320 [from] Stealth Rock\nturn 14\nswitch p2a: Iron Moth Iron Moth, L78 168/253\n-damage p2a: Iron Moth 126/253 [from] Spikes\nmove p1a: Bellibolt Muddy Water p2a: Iron Moth\n-damage p2a: Iron Moth 0 fnt\nfaint p2a: Iron Moth\n-end p2a: Iron Moth Quark Drive [silent]\n-heal p1a: Bellibolt 300/320 [from] item: Leftovers\nswitch p2a: Polteageist Polteageist, L79 187/224\n-damage p2a: Polteageist 150/224 [from] Spikes\nturn 15\nmove p2a: Polteageist Shadow Ball p1a: Bellibolt\n-damage p1a: Bellibolt 195/320\n-start p1a: Bellibolt Charge Shadow Ball [from] ability: Electromorphosis\nmove p1a: Bellibolt Volt Switch p2a: Polteageist\n-damage p2a: Polteageist 5/224\n-start p1a: Bellibolt Disable Volt Switch [from] ability: Cursed Body [of] p2a: Polteageist\n-end p1a: Bellibolt Charge [silent]\nswitch p1a: Weavile Weavile, L79, F 240/240 [from] Volt Switch\nturn 16\nmove p1a: Weavile Swords Dance p1a: Weavile\n-boost p1a: Weavile atk 2\nmove p2a: Polteageist Shadow Ball p1a: Weavile\n-damage p1a: Weavile 183/240\nturn 17\nmove p1a: Weavile Swords Dance p1a: Weavile\n-boost p1a: Weavile atk 2\nmove p2a: Polteageist Shell Smash p2a: Polteageist\n-unboost p2a: Polteageist def 1\n-unboost p2a: Polteageist spd 1\n-boost p2a: Polteageist atk 2\n-boost p2a: Polteageist spa 2\n-boost p2a: Polteageist spe 2\nturn 18\nmove p1a: Weavile Ice Shard p2a: Polteageist\n-damage p2a: Polteageist 0 fnt\nfaint p2a: Polteageist\nswitch p2a: Deoxys Deoxys-Speed, L80 155/211\n-damage p2a: Deoxys 120/211 [from] Spikes\n-ability p2a: Deoxys Pressure\n\nHere is the impact of the player's weavile moves and the hp range that the move will do:\nswordsdance: 0 - 0\niceshard: 55% - 65%\nknockoff: 268% - 315%\n\n\nHere is the impact of the opponent's deoxysspeed moves and the hp range that the move will do:\npsychoboost: 0 - 0\n\n\nThe winner's active Pokemon is weavile. They had the following choices:\n0. /choose move swordsdance\n1. /choose move iceshard\n2. /choose move knockoff\n3. /choose switch bellibolt\n4. /choose switch primarina\n5. /choose switch basculin\n\n\nThe winner chose to do the following:\n/choose move iceshard\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,341
gen9randombattle-2023656957
2,200
|j|☆dc inversion |j|☆real life villain |t:|1703994217 |gametype|singles |player|p1|dc inversion|170|2215 |player|p2|real life villain|veteranf|2300 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1703994217 |start |switch|p1a: Delibird|Delibird, F|252/252 |switch|p2a: Scrafty|Scrafty, L85, F|249/249 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by real life villain) | |t:|1703994229 |switch|p2a: Gholdengo|Gholdengo, L77|261/261 |move|p1a: Delibird|Brave Bird|p2a: Gholdengo |-resisted|p2a: Gholdengo |-damage|p2a: Gholdengo|172/261 |-damage|p1a: Delibird|223/252|[from] Recoil | |-heal|p2a: Gholdengo|188/261|[from] item: Leftovers |upkeep |turn|2 | |t:|1703994238 |move|p1a: Delibird|Drill Run|p2a: Gholdengo |-supereffective|p2a: Gholdengo |-crit|p2a: Gholdengo |-damage|p2a: Gholdengo|0 fnt |faint|p2a: Gholdengo | |upkeep | |t:|1703994249 |switch|p2a: Deoxys|Deoxys-Speed, L78|206/206 |-ability|p2a: Deoxys|Pressure |turn|3 | |t:|1703994265 |switch|p1a: Zarude|Zarude, L78|292/292 |move|p2a: Deoxys|Psycho Boost|p1a: Zarude |-immune|p1a: Zarude | |upkeep |turn|4 | |t:|1703994277 |move|p2a: Deoxys|Focus Blast|p1a: Zarude |-supereffective|p1a: Zarude |-damage|p1a: Zarude|89/292 |-damage|p2a: Deoxys|186/206|[from] item: Life Orb |move|p1a: Zarude|Swords Dance|p1a: Zarude |-boost|p1a: Zarude|atk|2 | |-heal|p1a: Zarude|107/292|[from] item: Leftovers |upkeep |turn|5 | |t:|1703994288 |switch|p1a: Grumpig|Grumpig, L92, M|297/297 |move|p2a: Deoxys|Focus Blast|p1a: Grumpig |-resisted|p1a: Grumpig |-damage|p1a: Grumpig|265/297 |-damage|p2a: Deoxys|166/206|[from] item: Life Orb | |-heal|p1a: Grumpig|283/297|[from] item: Leftovers |upkeep |turn|6 | |t:|1703994296 |move|p2a: Deoxys|Nasty Plot|p2a: Deoxys |-boost|p2a: Deoxys|spa|2 |move|p1a: Grumpig|Dazzling Gleam|p2a: Deoxys |-damage|p2a: Deoxys|99/206 | |-heal|p1a: Grumpig|297/297|[from] item: Leftovers |upkeep |turn|7 | |t:|1703994301 |move|p2a: Deoxys|Dark Pulse|p1a: Grumpig |-supereffective|p1a: Grumpig |-damage|p1a: Grumpig|99/297 |-damage|p2a: Deoxys|79/206|[from] item: Life Orb |cant|p1a: Grumpig|flinch | |-heal|p1a: Grumpig|117/297|[from] item: Leftovers |upkeep |turn|8 | |t:|1703994308 |move|p2a: Deoxys|Dark Pulse|p1a: Grumpig |-supereffective|p1a: Grumpig |-damage|p1a: Grumpig|0 fnt |faint|p1a: Grumpig |-damage|p2a: Deoxys|59/206|[from] item: Life Orb | |upkeep | |t:|1703994310 |switch|p1a: Delibird|Delibird, F|223/252 |turn|9 | |t:|1703994317 |move|p1a: Delibird|Ice Shard|p2a: Deoxys |-damage|p2a: Deoxys|0 fnt |faint|p2a: Deoxys | |upkeep |j| eternal ocean | |t:|1703994328 |switch|p2a: Iron Valiant|Iron Valiant, L79|247/247 |turn|10 | |t:|1703994341 |move|p2a: Iron Valiant|Close Combat|p1a: Delibird |-damage|p1a: Delibird|0 fnt |-unboost|p2a: Iron Valiant|def|1 |-unboost|p2a: Iron Valiant|spd|1 |faint|p1a: Delibird |-damage|p2a: Iron Valiant|223/247|[from] item: Life Orb | |upkeep | |t:|1703994348 |switch|p1a: Salamence|Salamence, L77, F|273/273 |-ability|p1a: Salamence|Intimidate|boost |-unboost|p2a: Iron Valiant|atk|1 |turn|11 | |t:|1703994367 |switch|p1a: Zarude|Zarude, L78|107/292 |move|p2a: Iron Valiant|Spirit Break|p1a: Zarude |-supereffective|p1a: Zarude |-damage|p1a: Zarude|0 fnt |faint|p1a: Zarude |-damage|p2a: Iron Valiant|199/247|[from] item: Life Orb | |upkeep | |t:|1703994371 |switch|p1a: Salamence|Salamence, L77, F|273/273 |-ability|p1a: Salamence|Intimidate|boost |-unboost|p2a: Iron Valiant|atk|1 |turn|12 | |t:|1703994387 |-end|p2a: Iron Valiant|Quark Drive|[silent] |switch|p2a: Sandslash|Sandslash, L88, M|275/275 |move|p1a: Salamence|Dragon Dance|p1a: Salamence |-boost|p1a: Salamence|atk|1 |-boost|p1a: Salamence|spe|1 | |upkeep |turn|13 | |t:|1703994395 |move|p1a: Salamence|Dragon Dance|p1a: Salamence |-boost|p1a: Salamence|atk|1 |-boost|p1a: Salamence|spe|1 |move|p2a: Sandslash|Stone Edge|p1a: Salamence|[miss] |-miss|p2a: Sandslash|p1a: Salamence | |upkeep |turn|14 | |t:|1703994406 |-terastallize|p1a: Salamence|Dragon |move|p1a: Salamence|Dual Wingbeat|p2a: Sandslash |-damage|p2a: Sandslash|200/275 |-damage|p2a: Sandslash|128/275 |-hitcount|p2a: Sandslash|2 |move|p2a: Sandslash|Stone Edge|p1a: Salamence |-damage|p1a: Salamence|177/273 | |-heal|p2a: Sandslash|145/275|[from] item: Leftovers |upkeep |turn|15 | |t:|1703994415 |move|p1a: Salamence|Dual Wingbeat|p2a: Sandslash |-damage|p2a: Sandslash|73/275 |-damage|p2a: Sandslash|0 fnt |faint|p2a: Sandslash |-hitcount|p2: Sandslash|2 | |upkeep | |t:|1703994420 |switch|p2a: Scrafty|Scrafty, L85, F|249/249 |turn|16 | |t:|1703994436 |-terastallize|p2a: Scrafty|Poison |move|p1a: Salamence|Dual Wingbeat|p2a: Scrafty |-damage|p2a: Scrafty|174/249 |-damage|p2a: Scrafty|102/249 |-hitcount|p2a: Scrafty|2 |move|p2a: Scrafty|Drain Punch|p1a: Salamence |-damage|p1a: Salamence|86/273 |-heal|p2a: Scrafty|148/249|[from] drain|[of] p1a: Salamence | |-heal|p2a: Scrafty|163/249|[from] item: Leftovers |upkeep |turn|17 | |t:|1703994451 |move|p1a: Salamence|Roost|p1a: Salamence |-heal|p1a: Salamence|223/273 |move|p2a: Scrafty|Knock Off|p1a: Salamence |-damage|p1a: Salamence|114/273 |-enditem|p1a: Salamence|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Scrafty | |-heal|p2a: Scrafty|178/249|[from] item: Leftovers |upkeep |turn|18 | |t:|1703994457 |move|p1a: Salamence|Roost|p1a: Salamence |-heal|p1a: Salamence|251/273 |move|p2a: Scrafty|Bulk Up|p2a: Scrafty |-boost|p2a: Scrafty|atk|1 |-boost|p2a: Scrafty|def|1 | |-heal|p2a: Scrafty|193/249|[from] item: Leftovers |upkeep |turn|19 | |t:|1703994465 |move|p1a: Salamence|Dual Wingbeat|p2a: Scrafty |-damage|p2a: Scrafty|139/249 |-damage|p2a: Scrafty|93/249 |-hitcount|p2a: Scrafty|2 |move|p2a: Scrafty|Drain Punch|p1a: Salamence |-damage|p1a: Salamence|106/273 |-heal|p2a: Scrafty|166/249|[from] drain|[of] p1a: Salamence | |-heal|p2a: Scrafty|181/249|[from] item: Leftovers |upkeep |turn|20 | |t:|1703994476 |move|p1a: Salamence|Outrage|p2a: Scrafty |-damage|p2a: Scrafty|0 fnt |faint|p2a: Scrafty | |upkeep | |t:|1703994479 |switch|p2a: Iron Valiant|Iron Valiant, L79|199/247 |turn|21 | |t:|1703994482 |move|p1a: Salamence|Outrage|p2a: Iron Valiant|[from]lockedmove |-immune|p2a: Iron Valiant |-start|p1a: Salamence|confusion|[fatigue] |move|p2a: Iron Valiant|Spirit Break|p1a: Salamence |-supereffective|p1a: Salamence |-damage|p1a: Salamence|0 fnt |faint|p1a: Salamence |-damage|p2a: Iron Valiant|175/247|[from] item: Life Orb | |upkeep | |t:|1703994498 |switch|p1a: Cobalion|Cobalion, L82|283/283 |turn|22 | |t:|1703994501 |move|p2a: Iron Valiant|Close Combat|p1a: Cobalion |-supereffective|p1a: Cobalion |-damage|p1a: Cobalion|18/283 |-unboost|p2a: Iron Valiant|def|1 |-unboost|p2a: Iron Valiant|spd|1 |-damage|p2a: Iron Valiant|151/247|[from] item: Life Orb |move|p1a: Cobalion|Flash Cannon|p2a: Iron Valiant |-supereffective|p2a: Iron Valiant |-damage|p2a: Iron Valiant|0 fnt |faint|p2a: Iron Valiant |-end|p2a: Iron Valiant|Quark Drive|[silent] | |-heal|p1a: Cobalion|35/283|[from] item: Leftovers |upkeep | |t:|1703994504 |switch|p2a: Zekrom|Zekrom, L74|270/270 |-ability|p2a: Zekrom|Teravolt |turn|23 | |t:|1703994510 |move|p1a: Cobalion|Aura Sphere|p2a: Zekrom |-damage|p2a: Zekrom|188/270 |move|p2a: Zekrom|Dragon Dance|p2a: Zekrom |-boost|p2a: Zekrom|atk|1 |-boost|p2a: Zekrom|spe|1 | |-heal|p2a: Zekrom|204/270|[from] item: Leftovers |-heal|p1a: Cobalion|52/283|[from] item: Leftovers |upkeep |turn|24 | |t:|1703994515 |move|p2a: Zekrom|Dragon Dance|p2a: Zekrom |-boost|p2a: Zekrom|atk|1 |-boost|p2a: Zekrom|spe|1 |move|p1a: Cobalion|Aura Sphere|p2a: Zekrom |-damage|p2a: Zekrom|123/270 | |-heal|p2a: Zekrom|139/270|[from] item: Leftovers |-heal|p1a: Cobalion|69/283|[from] item: Leftovers |upkeep |turn|25 | |t:|1703994518 |move|p2a: Zekrom|Dragon Dance|p2a: Zekrom |-boost|p2a: Zekrom|atk|1 |-boost|p2a: Zekrom|spe|1 |move|p1a: Cobalion|Aura Sphere|p2a: Zekrom |-damage|p2a: Zekrom|66/270 | |-heal|p2a: Zekrom|82/270|[from] item: Leftovers |-heal|p1a: Cobalion|86/283|[from] item: Leftovers |upkeep |turn|26 | |t:|1703994522 |move|p2a: Zekrom|Bolt Strike|p1a: Cobalion |-damage|p1a: Cobalion|0 fnt |faint|p1a: Cobalion | |-heal|p2a: Zekrom|98/270|[from] item: Leftovers |upkeep | |t:|1703994525 |switch|p1a: Zoroark|Zoroark, L84, F|238/238 |turn|27 | |t:|1703994531 |move|p2a: Zekrom|Outrage|p1a: Zoroark |-damage|p1a: Zoroark|0 fnt |faint|p1a: Zoroark | |win|real life villain |raw|dc inversion's rating: 2215 &rarr; <strong>2200</strong><br />(-15 for losing) |raw|real life villain's rating: 2300 &rarr; <strong>2315</strong><br />(+15 for winning) |l|☆dc inversion
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\n\nHere is the impact of the player's scrafty moves and the hp range that the move will do:\ndrainpunch: 17% - 20%\nknockoff: 15% - 18%\nbulkup: 0 - 0\n\n\nHere is the impact of the opponent's delibird moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is scrafty. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move bulkup\n3. /choose move drainpunch terastallize\n4. /choose move knockoff terastallize\n5. /choose move bulkup terastallize\n6. /choose switch gholdengo\n7. /choose switch deoxysspeed\n8. /choose switch ironvaliant\n9. /choose switch sandslash\n10. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose switch gholdengo\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\n\nHere is the impact of the player's deoxysspeed moves and the hp range that the move will do:\npsychoboost: 32% - 38%\nfocusblast: 18% - 21%\nnastyplot: 0 - 0\ndarkpulse: 12% - 14%\n\n\nHere is the impact of the opponent's delibird moves and the hp range that the move will do:\nbravebird: 54% - 64%\ndrillrun: 24% - 29%\n\n\nThe winner's active Pokemon is deoxysspeed. They had the following choices:\n0. /choose move psychoboost\n1. /choose move focusblast\n2. /choose move nastyplot\n3. /choose move darkpulse\n4. /choose switch scrafty\n5. /choose switch ironvaliant\n6. /choose switch sandslash\n7. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move psychoboost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\n\nHere is the impact of the player's deoxysspeed moves and the hp range that the move will do:\npsychoboost: 0 - 0\nfocusblast: 60% - 71%\nnastyplot: 0 - 0\ndarkpulse: 9% - 11%\n\n\nHere is the impact of the opponent's zarude moves and the hp range that the move will do:\nswordsdance: 0 - 0\n\n\nThe winner's active Pokemon is deoxysspeed. They had the following choices:\n0. /choose move psychoboost\n1. /choose move focusblast\n2. /choose move nastyplot\n3. /choose move darkpulse\n4. /choose switch scrafty\n5. /choose switch ironvaliant\n6. /choose switch sandslash\n7. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move focusblast\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\n\nHere is the impact of the player's deoxysspeed moves and the hp range that the move will do:\npsychoboost: 14% - 16%\nfocusblast: 8% - 9%\nnastyplot: 0 - 0\ndarkpulse: 21% - 25%\n\n\nHere is the impact of the opponent's grumpig moves and the hp range that the move will do:\ndazzlinggleam: 62% - 73%\n\n\nThe winner's active Pokemon is deoxysspeed. They had the following choices:\n0. /choose move psychoboost\n1. /choose move focusblast\n2. /choose move nastyplot\n3. /choose move darkpulse\n4. /choose switch scrafty\n5. /choose switch ironvaliant\n6. /choose switch sandslash\n7. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move darkpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\n\nHere is the impact of the player's deoxysspeed moves and the hp range that the move will do:\npsychoboost: 83% - 98%\nfocusblast: 47% - 56%\nnastyplot: 0 - 0\ndarkpulse: 32% - 37%\n\n\nHere is the impact of the opponent's delibird moves and the hp range that the move will do:\nbravebird: 189% - 225%\ndrillrun: 86% - 101%\n\n\nThe winner's active Pokemon is deoxysspeed. They had the following choices:\n0. /choose move psychoboost\n1. /choose move focusblast\n2. /choose move nastyplot\n3. /choose move darkpulse\n4. /choose switch scrafty\n5. /choose switch ironvaliant\n6. /choose switch sandslash\n7. /choose switch zekrom\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ironvaliant.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\n\nHere is the impact of the player's ironvaliant moves and the hp range that the move will do:\nclosecombat: 9% - 11%\nspiritbreak: 24% - 28%\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ironvaliant. They had the following choices:\n0. /choose move closecombat\n1. /choose move spiritbreak\n2. /choose switch scrafty\n3. /choose switch sandslash\n4. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move spiritbreak\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\n\nHere is the impact of the player's sandslash moves and the hp range that the move will do:\nstoneedge: 24% - 29%\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is sandslash. They had the following choices:\n0. /choose move stoneedge\n1. /choose switch scrafty\n2. /choose switch ironvaliant\n3. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\n\nHere is the impact of the player's sandslash moves and the hp range that the move will do:\nstoneedge: 19% - 22%\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\ndualwingbeat: 95% - 113%\n\n\nThe winner's active Pokemon is sandslash. They had the following choices:\n0. /choose move stoneedge\n1. /choose switch scrafty\n2. /choose switch ironvaliant\n3. /choose switch zekrom\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in scrafty.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\n\nHere is the impact of the player's scrafty moves and the hp range that the move will do:\ndrainpunch: 38% - 45%\nknockoff: 33% - 39%\nbulkup: 0 - 0\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\ndualwingbeat: 84% - 100%\n\n\nThe winner's active Pokemon is scrafty. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move bulkup\n3. /choose switch ironvaliant\n4. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\nturn 17\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 223/273\nmove p2a: Scrafty Knock Off p1a: Salamence\n-damage p1a: Salamence 114/273\n-enditem p1a: Salamence Heavy-Duty Boots [from] move: Knock Off [of] p2a: Scrafty\n-heal p2a: Scrafty 178/249 [from] item: Leftovers\nturn 18\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 251/273\nmove p2a: Scrafty Bulk Up p2a: Scrafty\n-boost p2a: Scrafty atk 1\n-boost p2a: Scrafty def 1\n-heal p2a: Scrafty 193/249 [from] item: Leftovers\n\nHere is the impact of the player's scrafty moves and the hp range that the move will do:\ndrainpunch: 19% - 23%\nknockoff: 16% - 19%\nbulkup: 0 - 0\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\ndualwingbeat: 47% - 56%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is scrafty. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move bulkup\n3. /choose switch ironvaliant\n4. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\nturn 17\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 223/273\nmove p2a: Scrafty Knock Off p1a: Salamence\n-damage p1a: Salamence 114/273\n-enditem p1a: Salamence Heavy-Duty Boots [from] move: Knock Off [of] p2a: Scrafty\n-heal p2a: Scrafty 178/249 [from] item: Leftovers\nturn 18\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 251/273\nmove p2a: Scrafty Bulk Up p2a: Scrafty\n-boost p2a: Scrafty atk 1\n-boost p2a: Scrafty def 1\n-heal p2a: Scrafty 193/249 [from] item: Leftovers\nturn 19\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 139/249\n-damage p2a: Scrafty 93/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 106/273\n-heal p2a: Scrafty 166/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 181/249 [from] item: Leftovers\nturn 20\nmove p1a: Salamence Outrage p2a: Scrafty\n-damage p2a: Scrafty 0 fnt\nfaint p2a: Scrafty\nswitch p2a: Iron Valiant Iron Valiant, L79 199/247\n\nHere is the impact of the player's ironvaliant moves and the hp range that the move will do:\nclosecombat: 74% - 87%\nspiritbreak: 94% - 111%\n\n\nHere is the impact of the opponent's salamence moves and the hp range that the move will do:\ndragondance: 0 - 0\ndualwingbeat: 182% - 217%\nroost: 0 - 0\noutrage: 0 - 0\n\n\nThe winner's active Pokemon is ironvaliant. They had the following choices:\n0. /choose move closecombat\n1. /choose move spiritbreak\n2. /choose switch zekrom\n\n\nThe winner chose to do the following:\n/choose move spiritbreak\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\nturn 17\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 223/273\nmove p2a: Scrafty Knock Off p1a: Salamence\n-damage p1a: Salamence 114/273\n-enditem p1a: Salamence Heavy-Duty Boots [from] move: Knock Off [of] p2a: Scrafty\n-heal p2a: Scrafty 178/249 [from] item: Leftovers\nturn 18\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 251/273\nmove p2a: Scrafty Bulk Up p2a: Scrafty\n-boost p2a: Scrafty atk 1\n-boost p2a: Scrafty def 1\n-heal p2a: Scrafty 193/249 [from] item: Leftovers\nturn 19\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 139/249\n-damage p2a: Scrafty 93/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 106/273\n-heal p2a: Scrafty 166/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 181/249 [from] item: Leftovers\nturn 20\nmove p1a: Salamence Outrage p2a: Scrafty\n-damage p2a: Scrafty 0 fnt\nfaint p2a: Scrafty\nswitch p2a: Iron Valiant Iron Valiant, L79 199/247\nturn 21\nmove p1a: Salamence Outrage p2a: Iron Valiant [from]lockedmove\n-immune p2a: Iron Valiant\n-start p1a: Salamence confusion [fatigue]\nmove p2a: Iron Valiant Spirit Break p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-damage p2a: Iron Valiant 175/247 [from] item: Life Orb\nswitch p1a: Cobalion Cobalion, L82 283/283\nturn 22\nmove p2a: Iron Valiant Close Combat p1a: Cobalion\n-damage p1a: Cobalion 18/283\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\n-damage p2a: Iron Valiant 151/247 [from] item: Life Orb\nmove p1a: Cobalion Flash Cannon p2a: Iron Valiant\n-damage p2a: Iron Valiant 0 fnt\nfaint p2a: Iron Valiant\n-end p2a: Iron Valiant Quark Drive [silent]\n-heal p1a: Cobalion 35/283 [from] item: Leftovers\nswitch p2a: Zekrom Zekrom, L74 270/270\n-ability p2a: Zekrom Teravolt\n\nHere is the impact of the player's zekrom moves and the hp range that the move will do:\ndragondance: 0 - 0\nboltstrike: 116% - 136%\noutrage: 52% - 62%\n\n\nHere is the impact of the opponent's cobalion moves and the hp range that the move will do:\nflashcannon: 13% - 15%\n\n\nThe winner's active Pokemon is zekrom. They had the following choices:\n0. /choose move dragondance\n1. /choose move boltstrike\n2. /choose move outrage\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\nturn 17\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 223/273\nmove p2a: Scrafty Knock Off p1a: Salamence\n-damage p1a: Salamence 114/273\n-enditem p1a: Salamence Heavy-Duty Boots [from] move: Knock Off [of] p2a: Scrafty\n-heal p2a: Scrafty 178/249 [from] item: Leftovers\nturn 18\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 251/273\nmove p2a: Scrafty Bulk Up p2a: Scrafty\n-boost p2a: Scrafty atk 1\n-boost p2a: Scrafty def 1\n-heal p2a: Scrafty 193/249 [from] item: Leftovers\nturn 19\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 139/249\n-damage p2a: Scrafty 93/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 106/273\n-heal p2a: Scrafty 166/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 181/249 [from] item: Leftovers\nturn 20\nmove p1a: Salamence Outrage p2a: Scrafty\n-damage p2a: Scrafty 0 fnt\nfaint p2a: Scrafty\nswitch p2a: Iron Valiant Iron Valiant, L79 199/247\nturn 21\nmove p1a: Salamence Outrage p2a: Iron Valiant [from]lockedmove\n-immune p2a: Iron Valiant\n-start p1a: Salamence confusion [fatigue]\nmove p2a: Iron Valiant Spirit Break p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-damage p2a: Iron Valiant 175/247 [from] item: Life Orb\nswitch p1a: Cobalion Cobalion, L82 283/283\nturn 22\nmove p2a: Iron Valiant Close Combat p1a: Cobalion\n-damage p1a: Cobalion 18/283\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\n-damage p2a: Iron Valiant 151/247 [from] item: Life Orb\nmove p1a: Cobalion Flash Cannon p2a: Iron Valiant\n-damage p2a: Iron Valiant 0 fnt\nfaint p2a: Iron Valiant\n-end p2a: Iron Valiant Quark Drive [silent]\n-heal p1a: Cobalion 35/283 [from] item: Leftovers\nswitch p2a: Zekrom Zekrom, L74 270/270\n-ability p2a: Zekrom Teravolt\nturn 23\nmove p1a: Cobalion Aura Sphere p2a: Zekrom\n-damage p2a: Zekrom 188/270\nmove p2a: Zekrom Dragon Dance p2a: Zekrom\n-boost p2a: Zekrom atk 1\n-boost p2a: Zekrom spe 1\n-heal p2a: Zekrom 204/270 [from] item: Leftovers\n-heal p1a: Cobalion 52/283 [from] item: Leftovers\nturn 24\nmove p2a: Zekrom Dragon Dance p2a: Zekrom\n-boost p2a: Zekrom atk 1\n-boost p2a: Zekrom spe 1\nmove p1a: Cobalion Aura Sphere p2a: Zekrom\n-damage p2a: Zekrom 123/270\n-heal p2a: Zekrom 139/270 [from] item: Leftovers\n-heal p1a: Cobalion 69/283 [from] item: Leftovers\n\nHere is the impact of the player's zekrom moves and the hp range that the move will do:\ndragondance: 0 - 0\nboltstrike: 116% - 137%\noutrage: 53% - 63%\n\n\nHere is the impact of the opponent's cobalion moves and the hp range that the move will do:\nflashcannon: 25% - 30%\naurasphere: 51% - 61%\n\n\nThe winner's active Pokemon is zekrom. They had the following choices:\n0. /choose move dragondance\n1. /choose move boltstrike\n2. /choose move outrage\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Delibird Delibird, F 252/252\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Delibird Brave Bird p2a: Gholdengo\n-damage p2a: Gholdengo 172/261\n-damage p1a: Delibird 223/252 [from] Recoil\n-heal p2a: Gholdengo 188/261 [from] item: Leftovers\nturn 2\nmove p1a: Delibird Drill Run p2a: Gholdengo\n-damage p2a: Gholdengo 0 fnt\nfaint p2a: Gholdengo\nswitch p2a: Deoxys Deoxys-Speed, L78 206/206\n-ability p2a: Deoxys Pressure\nturn 3\nswitch p1a: Zarude Zarude, L78 292/292\nmove p2a: Deoxys Psycho Boost p1a: Zarude\n-immune p1a: Zarude\nturn 4\nmove p2a: Deoxys Focus Blast p1a: Zarude\n-damage p1a: Zarude 89/292\n-damage p2a: Deoxys 186/206 [from] item: Life Orb\nmove p1a: Zarude Swords Dance p1a: Zarude\n-boost p1a: Zarude atk 2\n-heal p1a: Zarude 107/292 [from] item: Leftovers\nturn 5\nswitch p1a: Grumpig Grumpig, L92, M 297/297\nmove p2a: Deoxys Focus Blast p1a: Grumpig\n-damage p1a: Grumpig 265/297\n-damage p2a: Deoxys 166/206 [from] item: Life Orb\n-heal p1a: Grumpig 283/297 [from] item: Leftovers\nturn 6\nmove p2a: Deoxys Nasty Plot p2a: Deoxys\n-boost p2a: Deoxys spa 2\nmove p1a: Grumpig Dazzling Gleam p2a: Deoxys\n-damage p2a: Deoxys 99/206\n-heal p1a: Grumpig 297/297 [from] item: Leftovers\nturn 7\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 99/297\n-damage p2a: Deoxys 79/206 [from] item: Life Orb\ncant p1a: Grumpig flinch\n-heal p1a: Grumpig 117/297 [from] item: Leftovers\nturn 8\nmove p2a: Deoxys Dark Pulse p1a: Grumpig\n-damage p1a: Grumpig 0 fnt\nfaint p1a: Grumpig\n-damage p2a: Deoxys 59/206 [from] item: Life Orb\nswitch p1a: Delibird Delibird, F 223/252\nturn 9\nmove p1a: Delibird Ice Shard p2a: Deoxys\n-damage p2a: Deoxys 0 fnt\nfaint p2a: Deoxys\nswitch p2a: Iron Valiant Iron Valiant, L79 247/247\nturn 10\nmove p2a: Iron Valiant Close Combat p1a: Delibird\n-damage p1a: Delibird 0 fnt\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\nfaint p1a: Delibird\n-damage p2a: Iron Valiant 223/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 11\nswitch p1a: Zarude Zarude, L78 107/292\nmove p2a: Iron Valiant Spirit Break p1a: Zarude\n-damage p1a: Zarude 0 fnt\nfaint p1a: Zarude\n-damage p2a: Iron Valiant 199/247 [from] item: Life Orb\nswitch p1a: Salamence Salamence, L77, F 273/273\n-ability p1a: Salamence Intimidate boost\n-unboost p2a: Iron Valiant atk 1\nturn 12\n-end p2a: Iron Valiant Quark Drive [silent]\nswitch p2a: Sandslash Sandslash, L88, M 275/275\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nturn 13\nmove p1a: Salamence Dragon Dance p1a: Salamence\n-boost p1a: Salamence atk 1\n-boost p1a: Salamence spe 1\nmove p2a: Sandslash Stone Edge p1a: Salamence [miss]\nturn 14\n-terastallize p1a: Salamence Dragon\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 200/275\n-damage p2a: Sandslash 128/275\nmove p2a: Sandslash Stone Edge p1a: Salamence\n-damage p1a: Salamence 177/273\n-heal p2a: Sandslash 145/275 [from] item: Leftovers\nturn 15\nmove p1a: Salamence Dual Wingbeat p2a: Sandslash\n-damage p2a: Sandslash 73/275\n-damage p2a: Sandslash 0 fnt\nfaint p2a: Sandslash\nswitch p2a: Scrafty Scrafty, L85, F 249/249\nturn 16\n-terastallize p2a: Scrafty Poison\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 174/249\n-damage p2a: Scrafty 102/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 86/273\n-heal p2a: Scrafty 148/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 163/249 [from] item: Leftovers\nturn 17\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 223/273\nmove p2a: Scrafty Knock Off p1a: Salamence\n-damage p1a: Salamence 114/273\n-enditem p1a: Salamence Heavy-Duty Boots [from] move: Knock Off [of] p2a: Scrafty\n-heal p2a: Scrafty 178/249 [from] item: Leftovers\nturn 18\nmove p1a: Salamence Roost p1a: Salamence\n-heal p1a: Salamence 251/273\nmove p2a: Scrafty Bulk Up p2a: Scrafty\n-boost p2a: Scrafty atk 1\n-boost p2a: Scrafty def 1\n-heal p2a: Scrafty 193/249 [from] item: Leftovers\nturn 19\nmove p1a: Salamence Dual Wingbeat p2a: Scrafty\n-damage p2a: Scrafty 139/249\n-damage p2a: Scrafty 93/249\nmove p2a: Scrafty Drain Punch p1a: Salamence\n-damage p1a: Salamence 106/273\n-heal p2a: Scrafty 166/249 [from] drain [of] p1a: Salamence\n-heal p2a: Scrafty 181/249 [from] item: Leftovers\nturn 20\nmove p1a: Salamence Outrage p2a: Scrafty\n-damage p2a: Scrafty 0 fnt\nfaint p2a: Scrafty\nswitch p2a: Iron Valiant Iron Valiant, L79 199/247\nturn 21\nmove p1a: Salamence Outrage p2a: Iron Valiant [from]lockedmove\n-immune p2a: Iron Valiant\n-start p1a: Salamence confusion [fatigue]\nmove p2a: Iron Valiant Spirit Break p1a: Salamence\n-damage p1a: Salamence 0 fnt\nfaint p1a: Salamence\n-damage p2a: Iron Valiant 175/247 [from] item: Life Orb\nswitch p1a: Cobalion Cobalion, L82 283/283\nturn 22\nmove p2a: Iron Valiant Close Combat p1a: Cobalion\n-damage p1a: Cobalion 18/283\n-unboost p2a: Iron Valiant def 1\n-unboost p2a: Iron Valiant spd 1\n-damage p2a: Iron Valiant 151/247 [from] item: Life Orb\nmove p1a: Cobalion Flash Cannon p2a: Iron Valiant\n-damage p2a: Iron Valiant 0 fnt\nfaint p2a: Iron Valiant\n-end p2a: Iron Valiant Quark Drive [silent]\n-heal p1a: Cobalion 35/283 [from] item: Leftovers\nswitch p2a: Zekrom Zekrom, L74 270/270\n-ability p2a: Zekrom Teravolt\nturn 23\nmove p1a: Cobalion Aura Sphere p2a: Zekrom\n-damage p2a: Zekrom 188/270\nmove p2a: Zekrom Dragon Dance p2a: Zekrom\n-boost p2a: Zekrom atk 1\n-boost p2a: Zekrom spe 1\n-heal p2a: Zekrom 204/270 [from] item: Leftovers\n-heal p1a: Cobalion 52/283 [from] item: Leftovers\nturn 24\nmove p2a: Zekrom Dragon Dance p2a: Zekrom\n-boost p2a: Zekrom atk 1\n-boost p2a: Zekrom spe 1\nmove p1a: Cobalion Aura Sphere p2a: Zekrom\n-damage p2a: Zekrom 123/270\n-heal p2a: Zekrom 139/270 [from] item: Leftovers\n-heal p1a: Cobalion 69/283 [from] item: Leftovers\nturn 25\nmove p2a: Zekrom Dragon Dance p2a: Zekrom\n-boost p2a: Zekrom atk 1\n-boost p2a: Zekrom spe 1\nmove p1a: Cobalion Aura Sphere p2a: Zekrom\n-damage p2a: Zekrom 66/270\n-heal p2a: Zekrom 82/270 [from] item: Leftovers\n-heal p1a: Cobalion 86/283 [from] item: Leftovers\nturn 26\nmove p2a: Zekrom Bolt Strike p1a: Cobalion\n-damage p1a: Cobalion 0 fnt\nfaint p1a: Cobalion\n-heal p2a: Zekrom 98/270 [from] item: Leftovers\nswitch p1a: Zoroark Zoroark, L84, F 238/238\n\nHere is the impact of the player's zekrom moves and the hp range that the move will do:\ndragondance: 0 - 0\nboltstrike: 93% - 110%\noutrage: 86% - 101%\n\n\nHere is the impact of the opponent's zoroark moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is zekrom. They had the following choices:\n0. /choose move dragondance\n1. /choose move boltstrike\n2. /choose move outrage\n\n\nThe winner chose to do the following:\n/choose move outrage\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,343
gen9randombattle-2195390162
2,199
|j|☆The RealAndrash |j|☆ThaWizzard |t:|1725572676 |gametype|singles |player|p1|The RealAndrash|guzma|2292 |player|p2|ThaWizzard|acetrainer-gen4dp|2215 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1725572676 |start |switch|p1a: Spectrier|Spectrier, L75|274/274 |switch|p2a: Heatran|Heatran, L79, F|273/273 |-item|p2a: Heatran|Air Balloon |turn|1 | |t:|1725572685 |move|p1a: Spectrier|Nasty Plot|p1a: Spectrier |-boost|p1a: Spectrier|spa|2 |move|p2a: Heatran|Heavy Slam|p1a: Spectrier |-damage|p1a: Spectrier|112/274 | |upkeep |turn|2 | |t:|1725572690 |move|p1a: Spectrier|Shadow Ball|p2a: Heatran |-damage|p2a: Heatran|42/273 |-unboost|p2a: Heatran|spd|1 |-enditem|p2a: Heatran|Air Balloon |-damage|p1a: Spectrier|85/274|[from] item: Life Orb |move|p2a: Heatran|Heavy Slam|p1a: Spectrier |-damage|p1a: Spectrier|0 fnt |faint|p1a: Spectrier | |upkeep | |t:|1725572701 |switch|p1a: Venusaur|Venusaur, L84, F|272/272 |turn|3 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by The RealAndrash) | |t:|1725572710 |move|p1a: Venusaur|Earth Power|p2a: Heatran |-supereffective|p2a: Heatran |-damage|p2a: Heatran|0 fnt |faint|p2a: Heatran | |upkeep | |t:|1725572713 |switch|p2a: Toucannon|Toucannon, L88, F|284/284 |turn|4 | |t:|1725572723 |-singleturn|p2a: Toucannon|move: Beak Blast |move|p1a: Venusaur|Sleep Powder|p2a: Toucannon |-status|p2a: Toucannon|slp|[from] move: Sleep Powder |cant|p2a: Toucannon|slp | |upkeep |turn|5 | |t:|1725572740 |-singleturn|p2a: Toucannon|move: Beak Blast |move|p1a: Venusaur|Sludge Bomb|p2a: Toucannon |-damage|p2a: Toucannon|185/284 slp |cant|p2a: Toucannon|slp | |upkeep |turn|6 | |t:|1725572746 |switch|p1a: Minior|Minior-Blue, L79|223/223 |-formechange|p1a: Minior|Minior-Meteor||[from] ability: Shields Down |-singleturn|p2a: Toucannon|move: Beak Blast |-curestatus|p2a: Toucannon|slp|[msg] |move|p2a: Toucannon|Beak Blast|p1a: Minior |-resisted|p1a: Minior |-damage|p1a: Minior|152/223 | |upkeep |turn|7 | |t:|1725572757 |switch|p2a: Mightyena|Mightyena, L95, F|287/287 |-ability|p2a: Mightyena|Intimidate|boost |-unboost|p1a: Minior|atk|1 |-enditem|p1a: Minior|White Herb |-clearnegativeboost|p1a: Minior|[silent] |move|p1a: Minior|Shell Smash|p1a: Minior |-unboost|p1a: Minior|def|1 |-unboost|p1a: Minior|spd|1 |-boost|p1a: Minior|atk|2 |-boost|p1a: Minior|spa|2 |-boost|p1a: Minior|spe|2 | |upkeep |turn|8 | |t:|1725572771 |move|p1a: Minior|Acrobatics|p2a: Mightyena |-damage|p2a: Mightyena|133/287 |move|p2a: Mightyena|Throat Chop|p1a: Minior |-damage|p1a: Minior|0 fnt |faint|p1a: Minior | |upkeep | |t:|1725572778 |switch|p1a: Mimikyu|Mimikyu, L79, F|216/216 |turn|9 | |t:|1725572784 |switch|p2a: Camerupt|Camerupt, L91, F|275/275 |move|p1a: Mimikyu|Play Rough|p2a: Camerupt |-resisted|p2a: Camerupt |-damage|p2a: Camerupt|222/275 |-damage|p1a: Mimikyu|195/216|[from] item: Life Orb | |-heal|p2a: Camerupt|239/275|[from] item: Leftovers |upkeep |turn|10 | |t:|1725572790 |move|p1a: Mimikyu|Swords Dance|p1a: Mimikyu |-boost|p1a: Mimikyu|atk|2 |move|p2a: Camerupt|Will-O-Wisp|p1a: Mimikyu |-status|p1a: Mimikyu|brn | |-heal|p2a: Camerupt|256/275|[from] item: Leftovers |-damage|p1a: Mimikyu|182/216 brn|[from] brn |upkeep |turn|11 | |t:|1725572794 |move|p1a: Mimikyu|Swords Dance|p1a: Mimikyu |-boost|p1a: Mimikyu|atk|2 |move|p2a: Camerupt|Earthquake|p1a: Mimikyu |-activate|p1a: Mimikyu|ability: Disguise |-damage|p1a: Mimikyu|182/216 brn |detailschange|p1a: Mimikyu|Mimikyu-Busted, L79, F |-damage|p1a: Mimikyu|155/216 brn|[from] pokemon: Mimikyu-Busted | |-heal|p2a: Camerupt|273/275|[from] item: Leftovers |-damage|p1a: Mimikyu|142/216 brn|[from] brn |upkeep |turn|12 | |t:|1725572799 |move|p1a: Mimikyu|Shadow Claw|p2a: Camerupt |-crit|p2a: Camerupt |-damage|p2a: Camerupt|73/275 |-damage|p1a: Mimikyu|121/216 brn|[from] item: Life Orb |move|p2a: Camerupt|Roar|p1a: Mimikyu |drag|p1a: Iron Jugulis|Iron Jugulis, L78|275/275 | |-heal|p2a: Camerupt|90/275|[from] item: Leftovers |upkeep |turn|13 | |t:|1725572808 |switch|p2a: Mightyena|Mightyena, L95, F|133/287 |-ability|p2a: Mightyena|Intimidate|boost |-unboost|p1a: Iron Jugulis|atk|1 |move|p1a: Iron Jugulis|Hurricane|p2a: Mightyena |-damage|p2a: Mightyena|0 fnt |faint|p2a: Mightyena | |upkeep | |t:|1725572811 |switch|p2a: Hatterene|Hatterene, L85, F|236/236 |turn|14 | |t:|1725572822 |-terastallize|p1a: Iron Jugulis|Flying |move|p1a: Iron Jugulis|Hurricane|p2a: Hatterene |-damage|p2a: Hatterene|88/236 |-start|p2a: Hatterene|confusion |-activate|p2a: Hatterene|confusion |-damage|p2a: Hatterene|60/236|[from] confusion | |upkeep |turn|15 | |t:|1725572831 |-end|p1a: Iron Jugulis|Quark Drive|[silent] |switch|p1a: Mimikyu|Mimikyu-Busted, L79, F|121/216 brn |-activate|p2a: Hatterene|confusion |move|p2a: Hatterene|Nuzzle|p1a: Mimikyu |-damage|p1a: Mimikyu|105/216 brn | |-damage|p1a: Mimikyu|92/216 brn|[from] brn |upkeep |turn|16 | |t:|1725572841 |switch|p2a: Toucannon|Toucannon, L88, F|185/284 |move|p1a: Mimikyu|Swords Dance|p1a: Mimikyu |-boost|p1a: Mimikyu|atk|2 | |-damage|p1a: Mimikyu|79/216 brn|[from] brn |upkeep |turn|17 | |t:|1725572849 |move|p1a: Mimikyu|Play Rough|p2a: Toucannon |-damage|p2a: Toucannon|77/284 |-damage|p1a: Mimikyu|58/216 brn|[from] item: Life Orb |move|p2a: Toucannon|Roost|p2a: Toucannon |-heal|p2a: Toucannon|219/284 |-singleturn|p2a: Toucannon|move: Roost | |-damage|p1a: Mimikyu|45/216 brn|[from] brn |upkeep |turn|18 | |t:|1725572853 |move|p1a: Mimikyu|Play Rough|p2a: Toucannon |-damage|p2a: Toucannon|103/284 |-damage|p1a: Mimikyu|24/216 brn|[from] item: Life Orb |move|p2a: Toucannon|Knock Off|p1a: Mimikyu |-damage|p1a: Mimikyu|0 fnt |-enditem|p1a: Mimikyu|Life Orb|[from] move: Knock Off|[of] p2a: Toucannon |faint|p1a: Mimikyu | |upkeep | |t:|1725572870 |switch|p1a: Venusaur|Venusaur, L84, F|272/272 |turn|19 | |t:|1725572877 |switch|p2a: Hatterene|Hatterene, L85, F|60/236 |move|p1a: Venusaur|Sleep Powder|p2a: Hatterene |move|p2a: Hatterene|Sleep Powder|p1a: Venusaur|[from]ability: Magic Bounce |-immune|p1a: Venusaur | |upkeep |turn|20 | |t:|1725572894 |-terastallize|p2a: Hatterene|Steel |move|p1a: Venusaur|Sludge Bomb|p2a: Hatterene |-immune|p2a: Hatterene |move|p2a: Hatterene|Psychic|p1a: Venusaur |-supereffective|p1a: Venusaur |-damage|p1a: Venusaur|24/272 | |-heal|p1a: Venusaur|41/272|[from] item: Leftovers |upkeep |turn|21 | |t:|1725572903 |move|p1a: Venusaur|Earth Power|p2a: Hatterene |-supereffective|p2a: Hatterene |-damage|p2a: Hatterene|0 fnt |faint|p2a: Hatterene | |-heal|p1a: Venusaur|58/272|[from] item: Leftovers |upkeep | |t:|1725572905 |switch|p2a: Jirachi|Jirachi, L80|291/291 |turn|22 | |t:|1725572910 |move|p2a: Jirachi|Psychic|p1a: Venusaur |-supereffective|p1a: Venusaur |-damage|p1a: Venusaur|0 fnt |faint|p1a: Venusaur | |upkeep |j| Eeeeeego | |t:|1725572918 |switch|p1a: Iron Jugulis|Iron Jugulis, L78, tera:Flying|275/275 |turn|23 | |t:|1725572925 |move|p2a: Jirachi|Protect|p2a: Jirachi |-singleturn|p2a: Jirachi|Protect |move|p1a: Iron Jugulis|Dark Pulse|p2a: Jirachi |-activate|p2a: Jirachi|move: Protect | |upkeep |turn|24 | |t:|1725572927 |switch|p2a: Camerupt|Camerupt, L91, F|90/275 |move|p1a: Iron Jugulis|Dark Pulse|p2a: Camerupt |-damage|p2a: Camerupt|0 fnt |faint|p2a: Camerupt | |upkeep | |t:|1725572929 |switch|p2a: Toucannon|Toucannon, L88, F|103/284 |turn|25 | |t:|1725572933 |move|p1a: Iron Jugulis|Dark Pulse|p2a: Toucannon |-damage|p2a: Toucannon|0 fnt |faint|p2a: Toucannon | |upkeep | |t:|1725572935 |switch|p2a: Jirachi|Jirachi, L80|291/291 |turn|26 | |t:|1725572937 |move|p1a: Iron Jugulis|Dark Pulse|p2a: Jirachi |-supereffective|p2a: Jirachi |-damage|p2a: Jirachi|39/291 |move|p2a: Jirachi|Iron Head|p1a: Iron Jugulis |-crit|p1a: Iron Jugulis |-damage|p1a: Iron Jugulis|152/275 | |-heal|p2a: Jirachi|57/291|[from] item: Leftovers |upkeep |turn|27 | |t:|1725572940 |move|p1a: Iron Jugulis|Dark Pulse|p2a: Jirachi |-supereffective|p2a: Jirachi |-crit|p2a: Jirachi |-damage|p2a: Jirachi|0 fnt |faint|p2a: Jirachi | |win|The RealAndrash |raw|The RealAndrash's rating: 2292 &rarr; <strong>2308</strong><br />(+16 for winning) |raw|ThaWizzard's rating: 2215 &rarr; <strong>2199</strong><br />(-16 for losing) |c|☆The RealAndrash|gg |l|☆ThaWizzard |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\n\nHere is the impact of the player's spectrier moves and the hp range that the move will do:\nnastyplot: 0 - 0\nshadowball: 11% - 14%\n\n\nHere is the impact of the opponent's heatran moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is spectrier. They had the following choices:\n0. /choose move nastyplot\n1. /choose move shadowball\n2. /choose switch venusaur\n3. /choose switch miniorblue\n4. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nearthpower: 307% - 363%\nsleeppowder: 0 - 0\nsludgebomb: 0 - 0\n\n\nHere is the impact of the opponent's heatran moves and the hp range that the move will do:\nheavyslam: 31% - 37%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move earthpower\n1. /choose move sleeppowder\n2. /choose move sludgebomb\n3. /choose switch miniorblue\n4. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nearthpower: 0 - 0\nsleeppowder: 0 - 0\nsludgebomb: 13% - 15%\n\n\nHere is the impact of the opponent's toucannon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move earthpower\n1. /choose move sleeppowder\n2. /choose move sludgebomb\n3. /choose switch miniorblue\n4. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\n\nHere is the impact of the player's miniorblue moves and the hp range that the move will do:\nshellsmash: 0 - 0\nacrobatics: 21% - 25%\n\n\nHere is the impact of the opponent's toucannon moves and the hp range that the move will do:\nbeakblast: 61% - 72%\n\n\nThe winner's active Pokemon is miniorblue. They had the following choices:\n0. /choose move shellsmash\n1. /choose move acrobatics\n2. /choose switch venusaur\n3. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose move shellsmash\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\n\nHere is the impact of the player's mimikyu moves and the hp range that the move will do:\nplayrough: 43% - 52%\nswordsdance: 0 - 0\nshadowclaw: 8% - 10%\n\n\nHere is the impact of the opponent's mightyena moves and the hp range that the move will do:\nthroatchop: 50% - 59%\n\n\nThe winner's active Pokemon is mimikyu. They had the following choices:\n0. /choose move playrough\n1. /choose move swordsdance\n2. /choose move shadowclaw\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move playrough\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\n\nHere is the impact of the player's mimikyu moves and the hp range that the move will do:\nplayrough: 16% - 19%\nswordsdance: 0 - 0\nshadowclaw: 25% - 29%\n\n\nHere is the impact of the opponent's camerupt moves and the hp range that the move will do:\nwillowisp: 0 - 0\n\n\nThe winner's active Pokemon is mimikyu. They had the following choices:\n0. /choose move playrough\n1. /choose move swordsdance\n2. /choose move shadowclaw\n3. /choose switch venusaur\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 52% - 62%\ndarkpulse: 38% - 45%\n\n\nHere is the impact of the opponent's camerupt moves and the hp range that the move will do:\nwillowisp: 0 - 0\nearthquake: 0 - 0\nroar: 0 - 0\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose move darkpulse\n2. /choose move hurricane terastallize\n3. /choose move darkpulse terastallize\n4. /choose switch venusaur\n5. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose move hurricane\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 102% - 120%\ndarkpulse: 55% - 66%\n\n\nHere is the impact of the opponent's hatterene moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose move darkpulse\n2. /choose switch venusaur\n3. /choose switch mimikyu\n\n\nThe winner chose to do the following:\n/choose switch mimikyu\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\n\nHere is the impact of the player's mimikyubusted moves and the hp range that the move will do:\nplayrough: 42% - 49%\nswordsdance: 0 - 0\nshadowclaw: 0 - 0\n\n\nHere is the impact of the opponent's toucannon moves and the hp range that the move will do:\nbeakblast: 189% - 224%\n\n\nThe winner's active Pokemon is mimikyubusted. They had the following choices:\n0. /choose move playrough\n1. /choose move swordsdance\n2. /choose move shadowclaw\n3. /choose switch venusaur\n4. /choose switch ironjugulis\n\n\nThe winner chose to do the following:\n/choose move playrough\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\nturn 17\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 77/284\n-damage p1a: Mimikyu 58/216 brn [from] item: Life Orb\nmove p2a: Toucannon Roost p2a: Toucannon\n-heal p2a: Toucannon 219/284\n-singleturn p2a: Toucannon move: Roost\n-damage p1a: Mimikyu 45/216 brn [from] brn\nturn 18\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 103/284\n-damage p1a: Mimikyu 24/216 brn [from] item: Life Orb\nmove p2a: Toucannon Knock Off p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\n-enditem p1a: Mimikyu Life Orb [from] move: Knock Off [of] p2a: Toucannon\nfaint p1a: Mimikyu\nswitch p1a: Venusaur Venusaur, L84, F 272/272\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nearthpower: 0 - 0\nsleeppowder: 0 - 0\nsludgebomb: 36% - 42%\n\n\nHere is the impact of the opponent's toucannon moves and the hp range that the move will do:\nbeakblast: 99% - 117%\nroost: 0 - 0\nknockoff: 21% - 25%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move earthpower\n1. /choose move sleeppowder\n2. /choose move sludgebomb\n3. /choose switch ironjugulis\n\n\nThe winner chose to do the following:\n/choose move sleeppowder\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\nturn 17\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 77/284\n-damage p1a: Mimikyu 58/216 brn [from] item: Life Orb\nmove p2a: Toucannon Roost p2a: Toucannon\n-heal p2a: Toucannon 219/284\n-singleturn p2a: Toucannon move: Roost\n-damage p1a: Mimikyu 45/216 brn [from] brn\nturn 18\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 103/284\n-damage p1a: Mimikyu 24/216 brn [from] item: Life Orb\nmove p2a: Toucannon Knock Off p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\n-enditem p1a: Mimikyu Life Orb [from] move: Knock Off [of] p2a: Toucannon\nfaint p1a: Mimikyu\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 19\nswitch p2a: Hatterene Hatterene, L85, F 60/236\nmove p1a: Venusaur Sleep Powder p2a: Hatterene\nmove p2a: Hatterene Sleep Powder p1a: Venusaur\n-immune p1a: Venusaur\nturn 20\n-terastallize p2a: Hatterene Steel\nmove p1a: Venusaur Sludge Bomb p2a: Hatterene\n-immune p2a: Hatterene\nmove p2a: Hatterene Psychic p1a: Venusaur\n-damage p1a: Venusaur 24/272\n-heal p1a: Venusaur 41/272 [from] item: Leftovers\n\nHere is the impact of the player's venusaur moves and the hp range that the move will do:\nearthpower: 79% - 94%\nsleeppowder: 0 - 0\nsludgebomb: 0 - 0\n\n\nHere is the impact of the opponent's hatterene moves and the hp range that the move will do:\nnuzzle: 17% - 19%\npsychic: 531% - 634%\n\n\nThe winner's active Pokemon is venusaur. They had the following choices:\n0. /choose move earthpower\n1. /choose move sleeppowder\n2. /choose move sludgebomb\n3. /choose switch ironjugulis\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\nturn 17\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 77/284\n-damage p1a: Mimikyu 58/216 brn [from] item: Life Orb\nmove p2a: Toucannon Roost p2a: Toucannon\n-heal p2a: Toucannon 219/284\n-singleturn p2a: Toucannon move: Roost\n-damage p1a: Mimikyu 45/216 brn [from] brn\nturn 18\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 103/284\n-damage p1a: Mimikyu 24/216 brn [from] item: Life Orb\nmove p2a: Toucannon Knock Off p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\n-enditem p1a: Mimikyu Life Orb [from] move: Knock Off [of] p2a: Toucannon\nfaint p1a: Mimikyu\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 19\nswitch p2a: Hatterene Hatterene, L85, F 60/236\nmove p1a: Venusaur Sleep Powder p2a: Hatterene\nmove p2a: Hatterene Sleep Powder p1a: Venusaur\n-immune p1a: Venusaur\nturn 20\n-terastallize p2a: Hatterene Steel\nmove p1a: Venusaur Sludge Bomb p2a: Hatterene\n-immune p2a: Hatterene\nmove p2a: Hatterene Psychic p1a: Venusaur\n-damage p1a: Venusaur 24/272\n-heal p1a: Venusaur 41/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Hatterene\n-damage p2a: Hatterene 0 fnt\nfaint p2a: Hatterene\n-heal p1a: Venusaur 58/272 [from] item: Leftovers\nswitch p2a: Jirachi Jirachi, L80 291/291\nturn 22\nmove p2a: Jirachi Psychic p1a: Venusaur\n-damage p1a: Venusaur 0 fnt\nfaint p1a: Venusaur\nswitch p1a: Iron Jugulis Iron Jugulis, L78, tera:Flying 275/275\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 9% - 10%\ndarkpulse: 19% - 23%\n\n\nHere is the impact of the opponent's jirachi moves and the hp range that the move will do:\npsychic: 35% - 41%\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose move darkpulse\n\n\nThe winner chose to do the following:\n/choose move darkpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\nturn 17\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 77/284\n-damage p1a: Mimikyu 58/216 brn [from] item: Life Orb\nmove p2a: Toucannon Roost p2a: Toucannon\n-heal p2a: Toucannon 219/284\n-singleturn p2a: Toucannon move: Roost\n-damage p1a: Mimikyu 45/216 brn [from] brn\nturn 18\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 103/284\n-damage p1a: Mimikyu 24/216 brn [from] item: Life Orb\nmove p2a: Toucannon Knock Off p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\n-enditem p1a: Mimikyu Life Orb [from] move: Knock Off [of] p2a: Toucannon\nfaint p1a: Mimikyu\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 19\nswitch p2a: Hatterene Hatterene, L85, F 60/236\nmove p1a: Venusaur Sleep Powder p2a: Hatterene\nmove p2a: Hatterene Sleep Powder p1a: Venusaur\n-immune p1a: Venusaur\nturn 20\n-terastallize p2a: Hatterene Steel\nmove p1a: Venusaur Sludge Bomb p2a: Hatterene\n-immune p2a: Hatterene\nmove p2a: Hatterene Psychic p1a: Venusaur\n-damage p1a: Venusaur 24/272\n-heal p1a: Venusaur 41/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Hatterene\n-damage p2a: Hatterene 0 fnt\nfaint p2a: Hatterene\n-heal p1a: Venusaur 58/272 [from] item: Leftovers\nswitch p2a: Jirachi Jirachi, L80 291/291\nturn 22\nmove p2a: Jirachi Psychic p1a: Venusaur\n-damage p1a: Venusaur 0 fnt\nfaint p1a: Venusaur\nswitch p1a: Iron Jugulis Iron Jugulis, L78, tera:Flying 275/275\nturn 23\nmove p2a: Jirachi Protect p2a: Jirachi\n-singleturn p2a: Jirachi Protect\nmove p1a: Iron Jugulis Dark Pulse p2a: Jirachi\n-activate p2a: Jirachi move: Protect\nturn 24\nswitch p2a: Camerupt Camerupt, L91, F 90/275\nmove p1a: Iron Jugulis Dark Pulse p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Toucannon Toucannon, L88, F 103/284\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 60% - 71%\ndarkpulse: 33% - 39%\n\n\nHere is the impact of the opponent's toucannon moves and the hp range that the move will do:\nbeakblast: 51% - 61%\nroost: 0 - 0\nknockoff: 22% - 26%\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose move darkpulse\n\n\nThe winner chose to do the following:\n/choose move darkpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Spectrier Spectrier, L75 274/274\nswitch p2a: Heatran Heatran, L79, F 273/273\n-item p2a: Heatran Air Balloon\nturn 1\nmove p1a: Spectrier Nasty Plot p1a: Spectrier\n-boost p1a: Spectrier spa 2\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 112/274\nturn 2\nmove p1a: Spectrier Shadow Ball p2a: Heatran\n-damage p2a: Heatran 42/273\n-unboost p2a: Heatran spd 1\n-enditem p2a: Heatran Air Balloon\n-damage p1a: Spectrier 85/274 [from] item: Life Orb\nmove p2a: Heatran Heavy Slam p1a: Spectrier\n-damage p1a: Spectrier 0 fnt\nfaint p1a: Spectrier\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 3\nmove p1a: Venusaur Earth Power p2a: Heatran\n-damage p2a: Heatran 0 fnt\nfaint p2a: Heatran\nswitch p2a: Toucannon Toucannon, L88, F 284/284\nturn 4\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sleep Powder p2a: Toucannon\n-status p2a: Toucannon slp [from] move: Sleep Powder\ncant p2a: Toucannon slp\nturn 5\n-singleturn p2a: Toucannon move: Beak Blast\nmove p1a: Venusaur Sludge Bomb p2a: Toucannon\n-damage p2a: Toucannon 185/284 slp\ncant p2a: Toucannon slp\nturn 6\nswitch p1a: Minior Minior-Blue, L79 223/223\n-formechange p1a: Minior Minior-Meteor [from] ability: Shields Down\n-singleturn p2a: Toucannon move: Beak Blast\n-curestatus p2a: Toucannon slp [msg]\nmove p2a: Toucannon Beak Blast p1a: Minior\n-damage p1a: Minior 152/223\nturn 7\nswitch p2a: Mightyena Mightyena, L95, F 287/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Minior atk 1\n-enditem p1a: Minior White Herb\n-clearnegativeboost p1a: Minior [silent]\nmove p1a: Minior Shell Smash p1a: Minior\n-unboost p1a: Minior def 1\n-unboost p1a: Minior spd 1\n-boost p1a: Minior atk 2\n-boost p1a: Minior spa 2\n-boost p1a: Minior spe 2\nturn 8\nmove p1a: Minior Acrobatics p2a: Mightyena\n-damage p2a: Mightyena 133/287\nmove p2a: Mightyena Throat Chop p1a: Minior\n-damage p1a: Minior 0 fnt\nfaint p1a: Minior\nswitch p1a: Mimikyu Mimikyu, L79, F 216/216\nturn 9\nswitch p2a: Camerupt Camerupt, L91, F 275/275\nmove p1a: Mimikyu Play Rough p2a: Camerupt\n-damage p2a: Camerupt 222/275\n-damage p1a: Mimikyu 195/216 [from] item: Life Orb\n-heal p2a: Camerupt 239/275 [from] item: Leftovers\nturn 10\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Will-O-Wisp p1a: Mimikyu\n-status p1a: Mimikyu brn\n-heal p2a: Camerupt 256/275 [from] item: Leftovers\n-damage p1a: Mimikyu 182/216 brn [from] brn\nturn 11\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\nmove p2a: Camerupt Earthquake p1a: Mimikyu\n-activate p1a: Mimikyu ability: Disguise\n-damage p1a: Mimikyu 182/216 brn\ndetailschange p1a: Mimikyu Mimikyu-Busted, L79, F\n-damage p1a: Mimikyu 155/216 brn [from] pokemon: Mimikyu-Busted\n-heal p2a: Camerupt 273/275 [from] item: Leftovers\n-damage p1a: Mimikyu 142/216 brn [from] brn\nturn 12\nmove p1a: Mimikyu Shadow Claw p2a: Camerupt\n-damage p2a: Camerupt 73/275\n-damage p1a: Mimikyu 121/216 brn [from] item: Life Orb\nmove p2a: Camerupt Roar p1a: Mimikyu\ndrag p1a: Iron Jugulis Iron Jugulis, L78 275/275\n-heal p2a: Camerupt 90/275 [from] item: Leftovers\nturn 13\nswitch p2a: Mightyena Mightyena, L95, F 133/287\n-ability p2a: Mightyena Intimidate boost\n-unboost p1a: Iron Jugulis atk 1\nmove p1a: Iron Jugulis Hurricane p2a: Mightyena\n-damage p2a: Mightyena 0 fnt\nfaint p2a: Mightyena\nswitch p2a: Hatterene Hatterene, L85, F 236/236\nturn 14\n-terastallize p1a: Iron Jugulis Flying\nmove p1a: Iron Jugulis Hurricane p2a: Hatterene\n-damage p2a: Hatterene 88/236\n-start p2a: Hatterene confusion\n-activate p2a: Hatterene confusion\n-damage p2a: Hatterene 60/236 [from] confusion\nturn 15\n-end p1a: Iron Jugulis Quark Drive [silent]\nswitch p1a: Mimikyu Mimikyu-Busted, L79, F 121/216 brn\n-activate p2a: Hatterene confusion\nmove p2a: Hatterene Nuzzle p1a: Mimikyu\n-damage p1a: Mimikyu 105/216 brn\n-damage p1a: Mimikyu 92/216 brn [from] brn\nturn 16\nswitch p2a: Toucannon Toucannon, L88, F 185/284\nmove p1a: Mimikyu Swords Dance p1a: Mimikyu\n-boost p1a: Mimikyu atk 2\n-damage p1a: Mimikyu 79/216 brn [from] brn\nturn 17\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 77/284\n-damage p1a: Mimikyu 58/216 brn [from] item: Life Orb\nmove p2a: Toucannon Roost p2a: Toucannon\n-heal p2a: Toucannon 219/284\n-singleturn p2a: Toucannon move: Roost\n-damage p1a: Mimikyu 45/216 brn [from] brn\nturn 18\nmove p1a: Mimikyu Play Rough p2a: Toucannon\n-damage p2a: Toucannon 103/284\n-damage p1a: Mimikyu 24/216 brn [from] item: Life Orb\nmove p2a: Toucannon Knock Off p1a: Mimikyu\n-damage p1a: Mimikyu 0 fnt\n-enditem p1a: Mimikyu Life Orb [from] move: Knock Off [of] p2a: Toucannon\nfaint p1a: Mimikyu\nswitch p1a: Venusaur Venusaur, L84, F 272/272\nturn 19\nswitch p2a: Hatterene Hatterene, L85, F 60/236\nmove p1a: Venusaur Sleep Powder p2a: Hatterene\nmove p2a: Hatterene Sleep Powder p1a: Venusaur\n-immune p1a: Venusaur\nturn 20\n-terastallize p2a: Hatterene Steel\nmove p1a: Venusaur Sludge Bomb p2a: Hatterene\n-immune p2a: Hatterene\nmove p2a: Hatterene Psychic p1a: Venusaur\n-damage p1a: Venusaur 24/272\n-heal p1a: Venusaur 41/272 [from] item: Leftovers\nturn 21\nmove p1a: Venusaur Earth Power p2a: Hatterene\n-damage p2a: Hatterene 0 fnt\nfaint p2a: Hatterene\n-heal p1a: Venusaur 58/272 [from] item: Leftovers\nswitch p2a: Jirachi Jirachi, L80 291/291\nturn 22\nmove p2a: Jirachi Psychic p1a: Venusaur\n-damage p1a: Venusaur 0 fnt\nfaint p1a: Venusaur\nswitch p1a: Iron Jugulis Iron Jugulis, L78, tera:Flying 275/275\nturn 23\nmove p2a: Jirachi Protect p2a: Jirachi\n-singleturn p2a: Jirachi Protect\nmove p1a: Iron Jugulis Dark Pulse p2a: Jirachi\n-activate p2a: Jirachi move: Protect\nturn 24\nswitch p2a: Camerupt Camerupt, L91, F 90/275\nmove p1a: Iron Jugulis Dark Pulse p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\nfaint p2a: Camerupt\nswitch p2a: Toucannon Toucannon, L88, F 103/284\nturn 25\nmove p1a: Iron Jugulis Dark Pulse p2a: Toucannon\n-damage p2a: Toucannon 0 fnt\nfaint p2a: Toucannon\nswitch p2a: Jirachi Jirachi, L80 291/291\nturn 26\nmove p1a: Iron Jugulis Dark Pulse p2a: Jirachi\n-damage p2a: Jirachi 39/291\nmove p2a: Jirachi Iron Head p1a: Iron Jugulis\n-damage p1a: Iron Jugulis 152/275\n-heal p2a: Jirachi 57/291 [from] item: Leftovers\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 46% - 55%\ndarkpulse: 101% - 120%\n\n\nHere is the impact of the opponent's jirachi moves and the hp range that the move will do:\npsychic: 63% - 75%\nprotect: 0 - 0\nironhead: 53% - 63%\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose move darkpulse\n\n\nThe winner chose to do the following:\n/choose move darkpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,345
gen9randombattle-2191309535
2,199
|j|☆SattleBimulator |j|☆Martinique Jason |t:|1725053323 |gametype|singles |player|p1|SattleBimulator|266|2220 |player|p2|Martinique Jason|brock|2219 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1725053323 |start |switch|p1a: Smeargle|Smeargle, L95, F|258/258 |switch|p2a: Mabosstiff|Mabosstiff, L86, M|278/278 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by SattleBimulator) | |t:|1725053341 |move|p2a: Mabosstiff|Crunch|p1a: Smeargle |-damage|p1a: Smeargle|90/258 |move|p1a: Smeargle|Spore|p2a: Mabosstiff |-status|p2a: Mabosstiff|slp|[from] move: Spore | |upkeep |turn|2 | |t:|1725053344 |cant|p2a: Mabosstiff|slp |move|p1a: Smeargle|Shell Smash|p1a: Smeargle |-unboost|p1a: Smeargle|def|1 |-unboost|p1a: Smeargle|spd|1 |-boost|p1a: Smeargle|atk|2 |-boost|p1a: Smeargle|spa|2 |-boost|p1a: Smeargle|spe|2 | |upkeep |turn|3 | |t:|1725053347 |move|p1a: Smeargle|Population Bomb|p2a: Mabosstiff |-damage|p2a: Mabosstiff|245/278 slp |-damage|p2a: Mabosstiff|215/278 slp |-damage|p2a: Mabosstiff|184/278 slp |-damage|p2a: Mabosstiff|156/278 slp |-damage|p2a: Mabosstiff|126/278 slp |-damage|p2a: Mabosstiff|93/278 slp |-damage|p2a: Mabosstiff|63/278 slp |-damage|p2a: Mabosstiff|32/278 slp |-damage|p2a: Mabosstiff|0 fnt |faint|p2a: Mabosstiff |-hitcount|p2: Mabosstiff|9 | |upkeep | |t:|1725053360 |switch|p2a: Volcarona|Volcarona, L77, M|257/257 |turn|4 | |t:|1725053364 |move|p1a: Smeargle|Spore|p2a: Volcarona |-status|p2a: Volcarona|slp|[from] move: Spore |cant|p2a: Volcarona|slp | |upkeep |turn|5 | |t:|1725053370 |move|p1a: Smeargle|Population Bomb|p2a: Volcarona |-crit|p2a: Volcarona |-damage|p2a: Volcarona|190/257 slp |-damage|p2a: Volcarona|145/257 slp |-damage|p2a: Volcarona|103/257 slp |-damage|p2a: Volcarona|60/257 slp |-damage|p2a: Volcarona|14/257 slp |-damage|p2a: Volcarona|0 fnt |faint|p2a: Volcarona |-hitcount|p2: Volcarona|6 | |upkeep | |t:|1725053377 |switch|p2a: Vigoroth|Vigoroth, L85, M|275/275 |turn|6 | |t:|1725053380 |move|p1a: Smeargle|Power Trip|p2a: Vigoroth |-damage|p2a: Vigoroth|211/275 |move|p2a: Vigoroth|Bulk Up|p2a: Vigoroth |-boost|p2a: Vigoroth|atk|1 |-boost|p2a: Vigoroth|def|1 | |upkeep |turn|7 | |t:|1725053385 |move|p1a: Smeargle|Population Bomb|p2a: Vigoroth |-damage|p2a: Vigoroth|196/275 |-damage|p2a: Vigoroth|181/275 |-damage|p2a: Vigoroth|165/275 |-damage|p2a: Vigoroth|149/275 |-damage|p2a: Vigoroth|133/275 |-damage|p2a: Vigoroth|118/275 |-damage|p2a: Vigoroth|103/275 |-damage|p2a: Vigoroth|87/275 |-damage|p2a: Vigoroth|72/275 |-damage|p2a: Vigoroth|54/275 |-hitcount|p2a: Vigoroth|10 |move|p2a: Vigoroth|Bulk Up|p2a: Vigoroth |-boost|p2a: Vigoroth|atk|1 |-boost|p2a: Vigoroth|def|1 | |upkeep |turn|8 | |t:|1725053389 |move|p1a: Smeargle|Population Bomb|p2a: Vigoroth |-damage|p2a: Vigoroth|42/275 |-damage|p2a: Vigoroth|29/275 |-damage|p2a: Vigoroth|17/275 |-damage|p2a: Vigoroth|5/275 |-damage|p2a: Vigoroth|0 fnt |faint|p2a: Vigoroth |-hitcount|p2: Vigoroth|5 | |upkeep |-message|Martinique Jason forfeited. | |win|SattleBimulator |raw|SattleBimulator's rating: 2220 &rarr; <strong>2240</strong><br />(+20 for winning) |raw|Martinique Jason's rating: 2219 &rarr; <strong>2199</strong><br />(-20 for losing) |l|☆Martinique Jason |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Smeargle Smeargle, L95, F 258/258\nswitch p2a: Mabosstiff Mabosstiff, L86, M 278/278\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 12% - 16%\npowertrip: 0% - 0%\n\n\nHere is the impact of the opponent's mabosstiff moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move powertrip\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Smeargle Smeargle, L95, F 258/258\nswitch p2a: Mabosstiff Mabosstiff, L86, M 278/278\nturn 1\nmove p2a: Mabosstiff Crunch p1a: Smeargle\n-damage p1a: Smeargle 90/258\nmove p1a: Smeargle Spore p2a: Mabosstiff\n-status p2a: Mabosstiff slp [from] move: Spore\nturn 2\ncant p2a: Mabosstiff slp\nmove p1a: Smeargle Shell Smash p1a: Smeargle\n-unboost p1a: Smeargle def 1\n-unboost p1a: Smeargle spd 1\n-boost p1a: Smeargle atk 2\n-boost p1a: Smeargle spa 2\n-boost p1a: Smeargle spe 2\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 22% - 29%\npowertrip: 5% - 6%\n\n\nHere is the impact of the opponent's mabosstiff moves and the hp range that the move will do:\ncrunch: 294% - 347%\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move powertrip\n\n\nThe winner chose to do the following:\n/choose move populationbomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Smeargle Smeargle, L95, F 258/258\nswitch p2a: Mabosstiff Mabosstiff, L86, M 278/278\nturn 1\nmove p2a: Mabosstiff Crunch p1a: Smeargle\n-damage p1a: Smeargle 90/258\nmove p1a: Smeargle Spore p2a: Mabosstiff\n-status p2a: Mabosstiff slp [from] move: Spore\nturn 2\ncant p2a: Mabosstiff slp\nmove p1a: Smeargle Shell Smash p1a: Smeargle\n-unboost p1a: Smeargle def 1\n-unboost p1a: Smeargle spd 1\n-boost p1a: Smeargle atk 2\n-boost p1a: Smeargle spa 2\n-boost p1a: Smeargle spe 2\nturn 3\nmove p1a: Smeargle Population Bomb p2a: Mabosstiff\n-damage p2a: Mabosstiff 245/278 slp\n-damage p2a: Mabosstiff 215/278 slp\n-damage p2a: Mabosstiff 184/278 slp\n-damage p2a: Mabosstiff 156/278 slp\n-damage p2a: Mabosstiff 126/278 slp\n-damage p2a: Mabosstiff 93/278 slp\n-damage p2a: Mabosstiff 63/278 slp\n-damage p2a: Mabosstiff 32/278 slp\n-damage p2a: Mabosstiff 0 fnt\nfaint p2a: Mabosstiff\nswitch p2a: Volcarona Volcarona, L77, M 257/257\nturn 4\nmove p1a: Smeargle Spore p2a: Volcarona\n-status p2a: Volcarona slp [from] move: Spore\ncant p2a: Volcarona slp\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 40% - 48%\npowertrip: 17% - 20%\n\n\nHere is the impact of the opponent's volcarona moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move powertrip\n\n\nThe winner chose to do the following:\n/choose move populationbomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Smeargle Smeargle, L95, F 258/258\nswitch p2a: Mabosstiff Mabosstiff, L86, M 278/278\nturn 1\nmove p2a: Mabosstiff Crunch p1a: Smeargle\n-damage p1a: Smeargle 90/258\nmove p1a: Smeargle Spore p2a: Mabosstiff\n-status p2a: Mabosstiff slp [from] move: Spore\nturn 2\ncant p2a: Mabosstiff slp\nmove p1a: Smeargle Shell Smash p1a: Smeargle\n-unboost p1a: Smeargle def 1\n-unboost p1a: Smeargle spd 1\n-boost p1a: Smeargle atk 2\n-boost p1a: Smeargle spa 2\n-boost p1a: Smeargle spe 2\nturn 3\nmove p1a: Smeargle Population Bomb p2a: Mabosstiff\n-damage p2a: Mabosstiff 245/278 slp\n-damage p2a: Mabosstiff 215/278 slp\n-damage p2a: Mabosstiff 184/278 slp\n-damage p2a: Mabosstiff 156/278 slp\n-damage p2a: Mabosstiff 126/278 slp\n-damage p2a: Mabosstiff 93/278 slp\n-damage p2a: Mabosstiff 63/278 slp\n-damage p2a: Mabosstiff 32/278 slp\n-damage p2a: Mabosstiff 0 fnt\nfaint p2a: Mabosstiff\nswitch p2a: Volcarona Volcarona, L77, M 257/257\nturn 4\nmove p1a: Smeargle Spore p2a: Volcarona\n-status p2a: Volcarona slp [from] move: Spore\ncant p2a: Volcarona slp\nturn 5\nmove p1a: Smeargle Population Bomb p2a: Volcarona\n-damage p2a: Volcarona 190/257 slp\n-damage p2a: Volcarona 145/257 slp\n-damage p2a: Volcarona 103/257 slp\n-damage p2a: Volcarona 60/257 slp\n-damage p2a: Volcarona 14/257 slp\n-damage p2a: Volcarona 0 fnt\nfaint p2a: Volcarona\nswitch p2a: Vigoroth Vigoroth, L85, M 275/275\nturn 6\nmove p1a: Smeargle Power Trip p2a: Vigoroth\n-damage p2a: Vigoroth 211/275\nmove p2a: Vigoroth Bulk Up p2a: Vigoroth\n-boost p2a: Vigoroth atk 1\n-boost p2a: Vigoroth def 1\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nshellsmash: 0 - 0\npopulationbomb: 23% - 29%\npowertrip: 10% - 12%\n\n\nHere is the impact of the opponent's vigoroth moves and the hp range that the move will do:\nbulkup: 0 - 0\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move shellsmash\n2. /choose move populationbomb\n3. /choose move powertrip\n\n\nThe winner chose to do the following:\n/choose move populationbomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,346
gen9randombattle-2189945410
2,199
|j|‽Birch reduction |j|‽FaZe Alec Baldwin |t:|1724888716 |gametype|singles |player|p1|Birch reduction|101|2225 |player|p2|FaZe Alec Baldwin|drayden|2191 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1724888716 |start |switch|p1a: Komala|Komala, L89, F|260/260 |switch|p2a: Scovillain|Scovillain, L91, M|266/266 |-ability|p1a: Komala|Comatose |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Birch reduction) | |t:|1724888727 |move|p2a: Scovillain|Sunny Day|p2a: Scovillain |-weather|SunnyDay |move|p1a: Komala|Knock Off|p2a: Scovillain |-damage|p2a: Scovillain|159/266 |-enditem|p2a: Scovillain|Heavy-Duty Boots|[from] move: Knock Off|[of] p1a: Komala | |-weather|SunnyDay|[upkeep] |upkeep |turn|2 |j| MinionSketch✓ | |t:|1724888736 |switch|p1a: Entei|Entei, L78|307/307 |move|p2a: Scovillain|Fire Blast|p1a: Entei |-resisted|p1a: Entei |-damage|p1a: Entei|182/307 | |-weather|SunnyDay|[upkeep] |upkeep |turn|3 | |t:|1724888748 |move|p2a: Scovillain|Stomping Tantrum|p1a: Entei |-supereffective|p1a: Entei |-damage|p1a: Entei|38/307 |move|p1a: Entei|Sacred Fire|p2a: Scovillain |-damage|p2a: Scovillain|0 fnt |faint|p2a: Scovillain | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1724888763 |switch|p2a: Dodrio|Dodrio, L86, F|243/243 |turn|4 | |t:|1724888777 |move|p2a: Dodrio|Brave Bird|p1a: Entei |-damage|p1a: Entei|0 fnt |faint|p1a: Entei |-damage|p2a: Dodrio|230/243|[from] Recoil | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1724888781 |switch|p1a: Lapras|Lapras, L88, M|372/372 |turn|5 | |t:|1724888786 |switch|p2a: Klefki|Klefki, L84, F|233/233 |move|p1a: Lapras|Freeze-Dry|p2a: Klefki |-resisted|p2a: Klefki |-damage|p2a: Klefki|193/233 | |-weather|none |-heal|p2a: Klefki|207/233|[from] item: Leftovers |upkeep |turn|6 | |t:|1724888794 |move|p2a: Klefki|Foul Play|p1a: Lapras |-damage|p1a: Lapras|325/372 |move|p1a: Lapras|Sparkling Aria|p2a: Klefki |-damage|p2a: Klefki|114/233 | |-heal|p2a: Klefki|128/233|[from] item: Leftovers |upkeep |turn|7 | |t:|1724888800 |move|p2a: Klefki|Spikes|p1a: Lapras |-sidestart|p1: Birch reduction|Spikes |move|p1a: Lapras|Sparkling Aria|p2a: Klefki |-damage|p2a: Klefki|38/233 | |-heal|p2a: Klefki|52/233|[from] item: Leftovers |upkeep |turn|8 | |t:|1724888808 |move|p2a: Klefki|Thunder Wave|p1a: Lapras |-status|p1a: Lapras|par |move|p1a: Lapras|Sparkling Aria|p2a: Klefki |-damage|p2a: Klefki|0 fnt |faint|p2a: Klefki | |upkeep | |t:|1724888814 |switch|p2a: Jolteon|Jolteon, L84, M|246/246 |turn|9 | |t:|1724888822 |switch|p1a: Flapple|Flapple, L88, F|266/266 |-damage|p1a: Flapple|233/266|[from] Spikes |move|p2a: Jolteon|Calm Mind|p2a: Jolteon |-boost|p2a: Jolteon|spa|1 |-boost|p2a: Jolteon|spd|1 | |upkeep |turn|10 | |t:|1724888828 |move|p2a: Jolteon|Substitute|p2a: Jolteon |-start|p2a: Jolteon|Substitute |-damage|p2a: Jolteon|185/246 |move|p1a: Flapple|Dragon Dance|p1a: Flapple |-boost|p1a: Flapple|atk|1 |-boost|p1a: Flapple|spe|1 | |-heal|p2a: Jolteon|200/246|[from] item: Leftovers |upkeep |turn|11 | |t:|1724888850 |move|p2a: Jolteon|Calm Mind|p2a: Jolteon |-boost|p2a: Jolteon|spa|1 |-boost|p2a: Jolteon|spd|1 |move|p1a: Flapple|Dragon Dance|p1a: Flapple |-boost|p1a: Flapple|atk|1 |-boost|p1a: Flapple|spe|1 | |-heal|p2a: Jolteon|215/246|[from] item: Leftovers |upkeep |turn|12 | |t:|1724888856 |move|p1a: Flapple|Grav Apple|p2a: Jolteon |-end|p2a: Jolteon|Substitute |move|p2a: Jolteon|Substitute|p2a: Jolteon |-start|p2a: Jolteon|Substitute |-damage|p2a: Jolteon|154/246 | |-heal|p2a: Jolteon|169/246|[from] item: Leftovers |upkeep |turn|13 | |t:|1724888865 |-terastallize|p2a: Jolteon|Ice |move|p1a: Flapple|Grav Apple|p2a: Jolteon|[miss] |-miss|p1a: Flapple|p2a: Jolteon |move|p2a: Jolteon|Tera Blast|p1a: Flapple|[anim] Tera Blast Ice |-supereffective|p1a: Flapple |-damage|p1a: Flapple|0 fnt |faint|p1a: Flapple | |-heal|p2a: Jolteon|184/246|[from] item: Leftovers |upkeep |j| 4563uhdfs | |t:|1724888872 |switch|p1a: Komala|Komala, L89, F|260/260 |-damage|p1a: Komala|228/260|[from] Spikes |-ability|p1a: Komala|Comatose |turn|14 | |t:|1724888882 |move|p2a: Jolteon|Thunderbolt|p1a: Komala |-damage|p1a: Komala|104/260 |move|p1a: Komala|Body Slam|p2a: Jolteon |-end|p2a: Jolteon|Substitute | |-heal|p2a: Jolteon|199/246|[from] item: Leftovers |upkeep |turn|15 | |t:|1724888887 |move|p2a: Jolteon|Thunderbolt|p1a: Komala |-damage|p1a: Komala|0 fnt |faint|p1a: Komala | |-heal|p2a: Jolteon|214/246|[from] item: Leftovers |upkeep | |t:|1724888891 |switch|p1a: Arboliva|Arboliva, L91, F|288/288 |-damage|p1a: Arboliva|252/288|[from] Spikes |turn|16 | |t:|1724888899 |-terastallize|p1a: Arboliva|Water |move|p2a: Jolteon|Substitute|p2a: Jolteon |-start|p2a: Jolteon|Substitute |-damage|p2a: Jolteon|153/246 |move|p1a: Arboliva|Substitute|p1a: Arboliva |-start|p1a: Arboliva|Substitute |-damage|p1a: Arboliva|180/288 | |-heal|p2a: Jolteon|168/246|[from] item: Leftovers |upkeep |turn|17 | |t:|1724888906 |move|p2a: Jolteon|Thunderbolt|p1a: Arboliva |-supereffective|p1a: Arboliva |-end|p1a: Arboliva|Substitute |move|p1a: Arboliva|Hyper Voice|p2a: Jolteon |-damage|p2a: Jolteon|110/246 | |-heal|p2a: Jolteon|125/246|[from] item: Leftovers |upkeep |turn|18 | |t:|1724888912 |move|p2a: Jolteon|Thunderbolt|p1a: Arboliva |-supereffective|p1a: Arboliva |-damage|p1a: Arboliva|0 fnt |faint|p1a: Arboliva | |-heal|p2a: Jolteon|140/246|[from] item: Leftovers |upkeep |l| 4563uhdfs |l|‽Birch reduction |inactive|Birch reduction disconnected and has a minute to reconnect! |player|p1| |inactive|Birch reduction has 30 seconds to reconnect! |inactive|Birch reduction has 20 seconds to reconnect! |inactive|Birch reduction has 15 seconds to reconnect! |inactive|Birch reduction has 10 seconds to reconnect! |inactive|Birch reduction has 5 seconds to reconnect! |-message|Birch reduction lost due to inactivity. | |win|FaZe Alec Baldwin |raw|Birch reduction's rating: 2225 &rarr; <strong>2202</strong><br />(-23 for losing) |raw|FaZe Alec Baldwin's rating: 2176 &rarr; <strong>2199</strong><br />(+23 for winning) |l| MinionSketch✓
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\n\nHere is the impact of the player's scovillain moves and the hp range that the move will do:\nsunnyday: 0 - 0\nfireblast: 19% - 23%\nstompingtantrum: 12% - 14%\n\n\nHere is the impact of the opponent's komala moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is scovillain. They had the following choices:\n0. /choose move sunnyday\n1. /choose move fireblast\n2. /choose move stompingtantrum\n3. /choose switch dodrio\n4. /choose switch klefki\n5. /choose switch jolteon\n\n\nThe winner chose to do the following:\n/choose move sunnyday\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\n\nHere is the impact of the player's scovillain moves and the hp range that the move will do:\nsunnyday: 0 - 0\nfireblast: 15% - 18%\nstompingtantrum: 26% - 31%\n\n\nHere is the impact of the opponent's entei moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is scovillain. They had the following choices:\n0. /choose move sunnyday\n1. /choose move fireblast\n2. /choose move stompingtantrum\n3. /choose switch dodrio\n4. /choose switch klefki\n5. /choose switch jolteon\n\n\nThe winner chose to do the following:\n/choose move stompingtantrum\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\n\nHere is the impact of the player's dodrio moves and the hp range that the move will do:\nbravebird: 10% - 12%\n\n\nHere is the impact of the opponent's lapras moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is dodrio. They had the following choices:\n0. /choose move bravebird\n1. /choose switch klefki\n2. /choose switch jolteon\n\n\nThe winner chose to do the following:\n/choose switch klefki\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\n\nHere is the impact of the player's klefki moves and the hp range that the move will do:\nfoulplay: 5% - 6%\nspikes: 0 - 0\nthunderwave: 0 - 0\n\n\nHere is the impact of the opponent's lapras moves and the hp range that the move will do:\nfreezedry: 25% - 31%\nsparklingaria: 68% - 82%\n\n\nThe winner's active Pokemon is klefki. They had the following choices:\n0. /choose move foulplay\n1. /choose move spikes\n2. /choose move thunderwave\n3. /choose switch dodrio\n4. /choose switch jolteon\n\n\nThe winner chose to do the following:\n/choose move spikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\nturn 7\nmove p2a: Klefki Spikes p1a: Lapras\n-sidestart p1: Birch reduction Spikes\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 38/233\n-heal p2a: Klefki 52/233 [from] item: Leftovers\nturn 8\nmove p2a: Klefki Thunder Wave p1a: Lapras\n-status p1a: Lapras par\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 0 fnt\nfaint p2a: Klefki\nswitch p2a: Jolteon Jolteon, L84, M 246/246\n\nHere is the impact of the player's jolteon moves and the hp range that the move will do:\ncalmmind: 0 - 0\nsubstitute: 0 - 0\nterablast: 4% - 5%\nthunderbolt: 15% - 18%\n\n\nHere is the impact of the opponent's lapras moves and the hp range that the move will do:\nfreezedry: 26% - 30%\nsparklingaria: 33% - 39%\n\n\nThe winner's active Pokemon is jolteon. They had the following choices:\n0. /choose move calmmind\n1. /choose move substitute\n2. /choose move terablast\n3. /choose move thunderbolt\n4. /choose move calmmind terastallize\n5. /choose move substitute terastallize\n6. /choose move terablast terastallize\n7. /choose move thunderbolt terastallize\n8. /choose switch dodrio\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\nturn 7\nmove p2a: Klefki Spikes p1a: Lapras\n-sidestart p1: Birch reduction Spikes\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 38/233\n-heal p2a: Klefki 52/233 [from] item: Leftovers\nturn 8\nmove p2a: Klefki Thunder Wave p1a: Lapras\n-status p1a: Lapras par\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 0 fnt\nfaint p2a: Klefki\nswitch p2a: Jolteon Jolteon, L84, M 246/246\nturn 9\nswitch p1a: Flapple Flapple, L88, F 266/266\n-damage p1a: Flapple 233/266 [from] Spikes\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nturn 10\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 185/246\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 200/246 [from] item: Leftovers\n\nHere is the impact of the player's jolteon moves and the hp range that the move will do:\ncalmmind: 0 - 0\nsubstitute: 0 - 0\nterablast: 19% - 23%\nthunderbolt: 8% - 9%\n\n\nHere is the impact of the opponent's flapple moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is jolteon. They had the following choices:\n0. /choose move calmmind\n1. /choose move substitute\n2. /choose move terablast\n3. /choose move thunderbolt\n4. /choose move calmmind terastallize\n5. /choose move substitute terastallize\n6. /choose move terablast terastallize\n7. /choose move thunderbolt terastallize\n8. /choose switch dodrio\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\nturn 7\nmove p2a: Klefki Spikes p1a: Lapras\n-sidestart p1: Birch reduction Spikes\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 38/233\n-heal p2a: Klefki 52/233 [from] item: Leftovers\nturn 8\nmove p2a: Klefki Thunder Wave p1a: Lapras\n-status p1a: Lapras par\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 0 fnt\nfaint p2a: Klefki\nswitch p2a: Jolteon Jolteon, L84, M 246/246\nturn 9\nswitch p1a: Flapple Flapple, L88, F 266/266\n-damage p1a: Flapple 233/266 [from] Spikes\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nturn 10\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 185/246\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 200/246 [from] item: Leftovers\nturn 11\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 215/246 [from] item: Leftovers\nturn 12\nmove p1a: Flapple Grav Apple p2a: Jolteon\n-end p2a: Jolteon Substitute\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 154/246\n-heal p2a: Jolteon 169/246 [from] item: Leftovers\n\nHere is the impact of the player's jolteon moves and the hp range that the move will do:\ncalmmind: 0 - 0\nsubstitute: 0 - 0\nterablast: 25% - 30%\nthunderbolt: 10% - 12%\n\n\nHere is the impact of the opponent's flapple moves and the hp range that the move will do:\ndragondance: 0 - 0\ngravapple: 154% - 181%\n\n\nThe winner's active Pokemon is jolteon. They had the following choices:\n0. /choose move calmmind\n1. /choose move substitute\n2. /choose move terablast\n3. /choose move thunderbolt\n4. /choose move calmmind terastallize\n5. /choose move substitute terastallize\n6. /choose move terablast terastallize\n7. /choose move thunderbolt terastallize\n8. /choose switch dodrio\n\n\nThe winner chose to do the following:\n/choose move terablast\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\nturn 7\nmove p2a: Klefki Spikes p1a: Lapras\n-sidestart p1: Birch reduction Spikes\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 38/233\n-heal p2a: Klefki 52/233 [from] item: Leftovers\nturn 8\nmove p2a: Klefki Thunder Wave p1a: Lapras\n-status p1a: Lapras par\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 0 fnt\nfaint p2a: Klefki\nswitch p2a: Jolteon Jolteon, L84, M 246/246\nturn 9\nswitch p1a: Flapple Flapple, L88, F 266/266\n-damage p1a: Flapple 233/266 [from] Spikes\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nturn 10\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 185/246\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 200/246 [from] item: Leftovers\nturn 11\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 215/246 [from] item: Leftovers\nturn 12\nmove p1a: Flapple Grav Apple p2a: Jolteon\n-end p2a: Jolteon Substitute\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 154/246\n-heal p2a: Jolteon 169/246 [from] item: Leftovers\nturn 13\n-terastallize p2a: Jolteon Ice\nmove p1a: Flapple Grav Apple p2a: Jolteon [miss]\nmove p2a: Jolteon Tera Blast p1a: Flapple [anim] Tera Blast Ice\n-damage p1a: Flapple 0 fnt\nfaint p1a: Flapple\n-heal p2a: Jolteon 184/246 [from] item: Leftovers\nswitch p1a: Komala Komala, L89, F 260/260\n-damage p1a: Komala 228/260 [from] Spikes\n-ability p1a: Komala Comatose\nturn 14\nmove p2a: Jolteon Thunderbolt p1a: Komala\n-damage p1a: Komala 104/260\nmove p1a: Komala Body Slam p2a: Jolteon\n-end p2a: Jolteon Substitute\n-heal p2a: Jolteon 199/246 [from] item: Leftovers\n\nHere is the impact of the player's jolteon moves and the hp range that the move will do:\ncalmmind: 0 - 0\nsubstitute: 0 - 0\nterablast: 60% - 71%\nthunderbolt: 68% - 81%\n\n\nHere is the impact of the opponent's komala moves and the hp range that the move will do:\nknockoff: 55% - 65%\nbodyslam: 72% - 86%\n\n\nThe winner's active Pokemon is jolteon. They had the following choices:\n0. /choose move calmmind\n1. /choose move substitute\n2. /choose move terablast\n3. /choose move thunderbolt\n4. /choose switch dodrio\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Komala Komala, L89, F 260/260\nswitch p2a: Scovillain Scovillain, L91, M 266/266\n-ability p1a: Komala Comatose\nturn 1\nmove p2a: Scovillain Sunny Day p2a: Scovillain\n-weather SunnyDay\nmove p1a: Komala Knock Off p2a: Scovillain\n-damage p2a: Scovillain 159/266\n-enditem p2a: Scovillain Heavy-Duty Boots [from] move: Knock Off [of] p1a: Komala\n-weather SunnyDay [upkeep]\nturn 2\nswitch p1a: Entei Entei, L78 307/307\nmove p2a: Scovillain Fire Blast p1a: Entei\n-damage p1a: Entei 182/307\n-weather SunnyDay [upkeep]\nturn 3\nmove p2a: Scovillain Stomping Tantrum p1a: Entei\n-damage p1a: Entei 38/307\nmove p1a: Entei Sacred Fire p2a: Scovillain\n-damage p2a: Scovillain 0 fnt\nfaint p2a: Scovillain\n-weather SunnyDay [upkeep]\nswitch p2a: Dodrio Dodrio, L86, F 243/243\nturn 4\nmove p2a: Dodrio Brave Bird p1a: Entei\n-damage p1a: Entei 0 fnt\nfaint p1a: Entei\n-damage p2a: Dodrio 230/243 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p1a: Lapras Lapras, L88, M 372/372\nturn 5\nswitch p2a: Klefki Klefki, L84, F 233/233\nmove p1a: Lapras Freeze-Dry p2a: Klefki\n-damage p2a: Klefki 193/233\n-weather none\n-heal p2a: Klefki 207/233 [from] item: Leftovers\nturn 6\nmove p2a: Klefki Foul Play p1a: Lapras\n-damage p1a: Lapras 325/372\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 114/233\n-heal p2a: Klefki 128/233 [from] item: Leftovers\nturn 7\nmove p2a: Klefki Spikes p1a: Lapras\n-sidestart p1: Birch reduction Spikes\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 38/233\n-heal p2a: Klefki 52/233 [from] item: Leftovers\nturn 8\nmove p2a: Klefki Thunder Wave p1a: Lapras\n-status p1a: Lapras par\nmove p1a: Lapras Sparkling Aria p2a: Klefki\n-damage p2a: Klefki 0 fnt\nfaint p2a: Klefki\nswitch p2a: Jolteon Jolteon, L84, M 246/246\nturn 9\nswitch p1a: Flapple Flapple, L88, F 266/266\n-damage p1a: Flapple 233/266 [from] Spikes\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nturn 10\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 185/246\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 200/246 [from] item: Leftovers\nturn 11\nmove p2a: Jolteon Calm Mind p2a: Jolteon\n-boost p2a: Jolteon spa 1\n-boost p2a: Jolteon spd 1\nmove p1a: Flapple Dragon Dance p1a: Flapple\n-boost p1a: Flapple atk 1\n-boost p1a: Flapple spe 1\n-heal p2a: Jolteon 215/246 [from] item: Leftovers\nturn 12\nmove p1a: Flapple Grav Apple p2a: Jolteon\n-end p2a: Jolteon Substitute\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 154/246\n-heal p2a: Jolteon 169/246 [from] item: Leftovers\nturn 13\n-terastallize p2a: Jolteon Ice\nmove p1a: Flapple Grav Apple p2a: Jolteon [miss]\nmove p2a: Jolteon Tera Blast p1a: Flapple [anim] Tera Blast Ice\n-damage p1a: Flapple 0 fnt\nfaint p1a: Flapple\n-heal p2a: Jolteon 184/246 [from] item: Leftovers\nswitch p1a: Komala Komala, L89, F 260/260\n-damage p1a: Komala 228/260 [from] Spikes\n-ability p1a: Komala Comatose\nturn 14\nmove p2a: Jolteon Thunderbolt p1a: Komala\n-damage p1a: Komala 104/260\nmove p1a: Komala Body Slam p2a: Jolteon\n-end p2a: Jolteon Substitute\n-heal p2a: Jolteon 199/246 [from] item: Leftovers\nturn 15\nmove p2a: Jolteon Thunderbolt p1a: Komala\n-damage p1a: Komala 0 fnt\nfaint p1a: Komala\n-heal p2a: Jolteon 214/246 [from] item: Leftovers\nswitch p1a: Arboliva Arboliva, L91, F 288/288\n-damage p1a: Arboliva 252/288 [from] Spikes\nturn 16\n-terastallize p1a: Arboliva Water\nmove p2a: Jolteon Substitute p2a: Jolteon\n-start p2a: Jolteon Substitute\n-damage p2a: Jolteon 153/246\nmove p1a: Arboliva Substitute p1a: Arboliva\n-start p1a: Arboliva Substitute\n-damage p1a: Arboliva 180/288\n-heal p2a: Jolteon 168/246 [from] item: Leftovers\n\nHere is the impact of the player's jolteon moves and the hp range that the move will do:\ncalmmind: 0 - 0\nsubstitute: 0 - 0\nterablast: 13% - 16%\nthunderbolt: 61% - 72%\n\n\nHere is the impact of the opponent's arboliva moves and the hp range that the move will do:\nsubstitute: 0 - 0\n\n\nThe winner's active Pokemon is jolteon. They had the following choices:\n0. /choose move calmmind\n1. /choose move substitute\n2. /choose move terablast\n3. /choose move thunderbolt\n4. /choose switch dodrio\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,347
gen9randombattle-2183245929
2,199
|j|☆Strokefish |j|☆Nesk95 |t:|1724075877 |gametype|singles |player|p1|Strokefish|265|2279 |player|p2|Nesk95|aaron|2173 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1724075877 |start |switch|p1a: Ursaluna|Ursaluna, L79, F|335/335 |switch|p2a: Blaziken|Blaziken, L76, F|247/247 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Nesk95) | |t:|1724075907 |move|p2a: Blaziken|Close Combat|p1a: Ursaluna |-supereffective|p1a: Ursaluna |-damage|p1a: Ursaluna|15/335 |-unboost|p2a: Blaziken|def|1 |-unboost|p2a: Blaziken|spd|1 |-damage|p2a: Blaziken|223/247|[from] item: Life Orb |move|p1a: Ursaluna|Headlong Rush|p2a: Blaziken |-supereffective|p2a: Blaziken |-crit|p2a: Blaziken |-damage|p2a: Blaziken|0 fnt |-unboost|p1a: Ursaluna|def|1 |-unboost|p1a: Ursaluna|spd|1 |faint|p2a: Blaziken | |-status|p1a: Ursaluna|brn|[from] item: Flame Orb |upkeep | |t:|1724075927 |switch|p2a: Sableye|Sableye, L90, F|236/236 |turn|2 | |t:|1724075933 |move|p2a: Sableye|Knock Off|p1a: Ursaluna |-damage|p1a: Ursaluna|0 fnt |-enditem|p1a: Ursaluna|Flame Orb|[from] move: Knock Off|[of] p2a: Sableye |faint|p1a: Ursaluna | |upkeep | |t:|1724075950 |switch|p1a: Conkeldurr|Conkeldurr, L80, M|299/299 |turn|3 | |t:|1724075957 |move|p2a: Sableye|Knock Off|p1a: Conkeldurr |-resisted|p1a: Conkeldurr |-damage|p1a: Conkeldurr|250/299 |-enditem|p1a: Conkeldurr|Flame Orb|[from] move: Knock Off|[of] p2a: Sableye |move|p1a: Conkeldurr|Knock Off|p2a: Sableye |-damage|p2a: Sableye|146/236 |-enditem|p2a: Sableye|Leftovers|[from] move: Knock Off|[of] p1a: Conkeldurr | |upkeep |turn|4 | |t:|1724075967 |switch|p1a: Dipplin|Dipplin, L88, F|284/284 |move|p2a: Sableye|Recover|p2a: Sableye |-heal|p2a: Sableye|236/236 | |upkeep |turn|5 | |t:|1724075991 |switch|p1a: Conkeldurr|Conkeldurr, L80, M|250/299 |move|p2a: Sableye|Will-O-Wisp|p1a: Conkeldurr |-status|p1a: Conkeldurr|brn | |-damage|p1a: Conkeldurr|232/299 brn|[from] brn |upkeep |turn|6 |c|☆Nesk95|wp | |t:|1724076006 |switch|p1a: Dipplin|Dipplin, L88, F|284/284 |move|p2a: Sableye|Knock Off|p1a: Dipplin |-damage|p1a: Dipplin|227/284 |-activate|p1a: Dipplin|ability: Sticky Hold | |upkeep |turn|7 | |t:|1724076019 |move|p2a: Sableye|Will-O-Wisp|p1a: Dipplin |-status|p1a: Dipplin|brn |move|p1a: Dipplin|Dragon Tail|p2a: Sableye |-crit|p2a: Sableye |-damage|p2a: Sableye|188/236 |drag|p2a: Drednaw|Drednaw, L81, F|278/278 | |-damage|p1a: Dipplin|210/284 brn|[from] brn |upkeep |turn|8 | |t:|1724076028 |switch|p2a: Iron Jugulis|Iron Jugulis, L78|275/275 |move|p1a: Dipplin|Giga Drain|p2a: Iron Jugulis |-resisted|p2a: Iron Jugulis |-damage|p2a: Iron Jugulis|222/275 |-heal|p1a: Dipplin|237/284 brn|[from] drain|[of] p2a: Iron Jugulis | |-damage|p1a: Dipplin|220/284 brn|[from] brn |upkeep |turn|9 |inactive|Strokefish has 120 seconds left. | |t:|1724076059 |-terastallize|p1a: Dipplin|Steel |move|p2a: Iron Jugulis|Hurricane|p1a: Dipplin |-resisted|p1a: Dipplin |-damage|p1a: Dipplin|178/284 brn |move|p1a: Dipplin|Dragon Pulse|p2a: Iron Jugulis |-damage|p2a: Iron Jugulis|114/275 | |-damage|p1a: Dipplin|161/284 brn|[from] brn |upkeep |turn|10 | |t:|1724076073 |-end|p2a: Iron Jugulis|Quark Drive|[silent] |switch|p2a: Hippowdon|Hippowdon, L82, M|311/311 |-weather|Sandstorm|[from] ability: Sand Stream|[of] p2a: Hippowdon |move|p1a: Dipplin|Recover|p1a: Dipplin |-heal|p1a: Dipplin|284/284 brn | |-weather|Sandstorm|[upkeep] |-damage|p1a: Dipplin|267/284 brn|[from] brn |upkeep |turn|11 |inactive|Strokefish has 120 seconds left. | |t:|1724076097 |move|p2a: Hippowdon|Stealth Rock|p1a: Dipplin |-sidestart|p1: Strokefish|move: Stealth Rock |move|p1a: Dipplin|Giga Drain|p2a: Hippowdon |-supereffective|p2a: Hippowdon |-damage|p2a: Hippowdon|117/311 |-heal|p1a: Dipplin|284/284 brn|[from] drain|[of] p2a: Hippowdon | |-weather|Sandstorm|[upkeep] |-damage|p1a: Dipplin|267/284 brn|[from] brn |upkeep |turn|12 | |t:|1724076120 |move|p2a: Hippowdon|Earthquake|p1a: Dipplin |-supereffective|p1a: Dipplin |-damage|p1a: Dipplin|157/284 brn |move|p1a: Dipplin|Giga Drain|p2a: Hippowdon |-supereffective|p2a: Hippowdon |-crit|p2a: Hippowdon |-damage|p2a: Hippowdon|0 fnt |-heal|p1a: Dipplin|216/284 brn|[from] drain|[of] p2a: Hippowdon |faint|p2a: Hippowdon | |-weather|Sandstorm|[upkeep] |-damage|p1a: Dipplin|199/284 brn|[from] brn |upkeep | |t:|1724076130 |switch|p2a: Misdreavus|Misdreavus, L90, F|254/254 |turn|13 | |t:|1724076141 |switch|p1a: Revavroom|Revavroom, L79, F|256/256 |-damage|p1a: Revavroom|240/256|[from] Stealth Rock |-terastallize|p2a: Misdreavus|Fairy |move|p2a: Misdreavus|Calm Mind|p2a: Misdreavus |-boost|p2a: Misdreavus|spa|1 |-boost|p2a: Misdreavus|spd|1 | |-weather|Sandstorm|[upkeep] |-damage|p2a: Misdreavus|239/254|[from] Sandstorm |upkeep |turn|14 |inactive|Nesk95 has 120 seconds left. | |t:|1724076161 |move|p2a: Misdreavus|Will-O-Wisp|p1a: Revavroom |-status|p1a: Revavroom|brn |move|p1a: Revavroom|Shift Gear|p1a: Revavroom |-boost|p1a: Revavroom|spe|2 |-boost|p1a: Revavroom|atk|1 | |-weather|none |-damage|p1a: Revavroom|224/256 brn|[from] brn |upkeep |turn|15 |inactive|Nesk95 has 120 seconds left. | |t:|1724076192 |switch|p2a: Drednaw|Drednaw, L81, F|278/278 |move|p1a: Revavroom|Iron Head|p2a: Drednaw |-damage|p2a: Drednaw|197/278 |-damage|p1a: Revavroom|199/256 brn|[from] item: Life Orb | |-damage|p1a: Revavroom|183/256 brn|[from] brn |upkeep |turn|16 | |t:|1724076202 |move|p1a: Revavroom|High Horsepower|p2a: Drednaw |-supereffective|p2a: Drednaw |-damage|p2a: Drednaw|58/278 |-damage|p1a: Revavroom|158/256 brn|[from] item: Life Orb |move|p2a: Drednaw|Earthquake|p1a: Revavroom |-supereffective|p1a: Revavroom |-damage|p1a: Revavroom|0 fnt |faint|p1a: Revavroom | |upkeep | |t:|1724076229 |switch|p1a: Arceus|Arceus-Fighting, L70|284/284 |-damage|p1a: Arceus|267/284|[from] Stealth Rock |turn|17 | |t:|1724076238 |switch|p1a: Dipplin|Dipplin, L88, F, tera:Steel|199/284 brn |-damage|p1a: Dipplin|182/284 brn|[from] Stealth Rock |switch|p2a: Sableye|Sableye, L90, F|188/236 | |-damage|p1a: Dipplin|165/284 brn|[from] brn |upkeep |turn|18 |inactive|Nesk95 has 120 seconds left. | |t:|1724076247 |move|p2a: Sableye|Taunt|p1a: Dipplin |-start|p1a: Dipplin|move: Taunt |move|p1a: Dipplin|Giga Drain|p2a: Sableye |-damage|p2a: Sableye|89/236 |-heal|p1a: Dipplin|215/284 brn|[from] drain|[of] p2a: Sableye | |-damage|p1a: Dipplin|198/284 brn|[from] brn |upkeep |turn|19 |inactive|Nesk95 has 120 seconds left. | |t:|1724076258 |switch|p2a: Misdreavus|Misdreavus, L90, F, tera:Fairy|239/254 |move|p1a: Dipplin|Dragon Pulse|p2a: Misdreavus |-immune|p2a: Misdreavus | |-damage|p1a: Dipplin|181/284 brn|[from] brn |upkeep |turn|20 | |t:|1724076281 |switch|p1a: Metagross|Metagross, L79|256/256 |-damage|p1a: Metagross|240/256|[from] Stealth Rock |move|p2a: Misdreavus|Calm Mind|p2a: Misdreavus |-boost|p2a: Misdreavus|spa|1 |-boost|p2a: Misdreavus|spd|1 | |upkeep |turn|21 |inactive|Nesk95 has 120 seconds left. | |t:|1724076317 |move|p2a: Misdreavus|Shadow Ball|p1a: Metagross |-supereffective|p1a: Metagross |-damage|p1a: Metagross|0 fnt |faint|p1a: Metagross | |upkeep |inactive|Strokefish has 120 seconds left. | |t:|1724076335 |switch|p1a: Conkeldurr|Conkeldurr, L80, M|232/299 brn |-damage|p1a: Conkeldurr|214/299 brn|[from] Stealth Rock |turn|22 |inactive|Strokefish has 120 seconds left. | |t:|1724076341 |move|p2a: Misdreavus|Draining Kiss|p1a: Conkeldurr |-supereffective|p1a: Conkeldurr |-damage|p1a: Conkeldurr|0 fnt |-heal|p2a: Misdreavus|254/254|[from] drain|[of] p1a: Conkeldurr |faint|p1a: Conkeldurr | |upkeep |inactive|Strokefish has 120 seconds left. | |t:|1724076349 |switch|p1a: Dipplin|Dipplin, L88, F, tera:Steel|181/284 brn |-damage|p1a: Dipplin|164/284 brn|[from] Stealth Rock |turn|23 | |t:|1724076356 |move|p2a: Misdreavus|Calm Mind|p2a: Misdreavus |-boost|p2a: Misdreavus|spa|1 |-boost|p2a: Misdreavus|spd|1 |move|p1a: Dipplin|Giga Drain|p2a: Misdreavus |-damage|p2a: Misdreavus|224/254 |-heal|p1a: Dipplin|179/284 brn|[from] drain|[of] p2a: Misdreavus | |-damage|p1a: Dipplin|162/284 brn|[from] brn |upkeep |turn|24 |-message|Strokefish forfeited. | |win|Nesk95 |raw|Strokefish's rating: 2279 &rarr; <strong>2253</strong><br />(-26 for losing) |raw|Nesk95's rating: 2173 &rarr; <strong>2199</strong><br />(+26 for winning) |l|☆Strokefish |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\n\nHere is the impact of the player's blaziken moves and the hp range that the move will do:\nclosecombat: 19% - 23%\n\n\nHere is the impact of the opponent's ursaluna moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is blaziken. They had the following choices:\n0. /choose move closecombat\n1. /choose switch sableye\n2. /choose switch ironjugulis\n3. /choose switch hippowdon\n4. /choose switch misdreavus\n5. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\n\nHere is the impact of the player's sableye moves and the hp range that the move will do:\nknockoff: 3% - 4%\nrecover: 0 - 0\nwillowisp: 0 - 0\ntaunt: 0 - 0\n\n\nHere is the impact of the opponent's conkeldurr moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sableye. They had the following choices:\n0. /choose move knockoff\n1. /choose move recover\n2. /choose move willowisp\n3. /choose move taunt\n4. /choose switch ironjugulis\n5. /choose switch hippowdon\n6. /choose switch misdreavus\n7. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\n\nHere is the impact of the player's sableye moves and the hp range that the move will do:\nknockoff: 6% - 7%\nrecover: 0 - 0\nwillowisp: 0 - 0\ntaunt: 0 - 0\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sableye. They had the following choices:\n0. /choose move knockoff\n1. /choose move recover\n2. /choose move willowisp\n3. /choose move taunt\n4. /choose switch ironjugulis\n5. /choose switch hippowdon\n6. /choose switch misdreavus\n7. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\n\nHere is the impact of the player's sableye moves and the hp range that the move will do:\nknockoff: 7% - 9%\nrecover: 0 - 0\nwillowisp: 0 - 0\ntaunt: 0 - 0\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sableye. They had the following choices:\n0. /choose move knockoff\n1. /choose move recover\n2. /choose move willowisp\n3. /choose move taunt\n4. /choose switch ironjugulis\n5. /choose switch hippowdon\n6. /choose switch misdreavus\n7. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\n\nHere is the impact of the player's ironjugulis moves and the hp range that the move will do:\nhurricane: 40% - 47%\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\ndragontail: 27% - 32%\ngigadrain: 20% - 24%\n\n\nThe winner's active Pokemon is ironjugulis. They had the following choices:\n0. /choose move hurricane\n1. /choose switch sableye\n2. /choose switch hippowdon\n3. /choose switch misdreavus\n4. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move hurricane\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\n\nHere is the impact of the player's hippowdon moves and the hp range that the move will do:\nstealthrock: 0 - 0\nearthquake: 23% - 27%\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\ndragontail: 14% - 17%\ngigadrain: 61% - 73%\ndragonpulse: 35% - 41%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is hippowdon. They had the following choices:\n0. /choose move stealthrock\n1. /choose move earthquake\n2. /choose switch sableye\n3. /choose switch ironjugulis\n4. /choose switch misdreavus\n5. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\n\nHere is the impact of the player's misdreavus moves and the hp range that the move will do:\ncalmmind: 0 - 0\nwillowisp: 0 - 0\nshadowball: 15% - 18%\ndrainingkiss: 3% - 3%\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\ndragontail: 27% - 33%\ngigadrain: 29% - 35%\ndragonpulse: 34% - 40%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is misdreavus. They had the following choices:\n0. /choose move calmmind\n1. /choose move willowisp\n2. /choose move shadowball\n3. /choose move drainingkiss\n4. /choose move calmmind terastallize\n5. /choose move willowisp terastallize\n6. /choose move shadowball terastallize\n7. /choose move drainingkiss terastallize\n8. /choose switch sableye\n9. /choose switch ironjugulis\n10. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\nturn 13\nswitch p1a: Revavroom Revavroom, L79, F 256/256\n-damage p1a: Revavroom 240/256 [from] Stealth Rock\n-terastallize p2a: Misdreavus Fairy\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n-weather Sandstorm [upkeep]\n-damage p2a: Misdreavus 239/254 [from] Sandstorm\nturn 14\nmove p2a: Misdreavus Will-O-Wisp p1a: Revavroom\n-status p1a: Revavroom brn\nmove p1a: Revavroom Shift Gear p1a: Revavroom\n-boost p1a: Revavroom spe 2\n-boost p1a: Revavroom atk 1\n-weather none\n-damage p1a: Revavroom 224/256 brn [from] brn\n\nHere is the impact of the player's misdreavus moves and the hp range that the move will do:\ncalmmind: 0 - 0\nwillowisp: 0 - 0\nshadowball: 29% - 35%\ndrainingkiss: 5% - 6%\n\n\nHere is the impact of the opponent's revavroom moves and the hp range that the move will do:\nshiftgear: 0 - 0\n\n\nThe winner's active Pokemon is misdreavus. They had the following choices:\n0. /choose move calmmind\n1. /choose move willowisp\n2. /choose move shadowball\n3. /choose move drainingkiss\n4. /choose switch sableye\n5. /choose switch ironjugulis\n6. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose switch drednaw\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\nturn 13\nswitch p1a: Revavroom Revavroom, L79, F 256/256\n-damage p1a: Revavroom 240/256 [from] Stealth Rock\n-terastallize p2a: Misdreavus Fairy\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n-weather Sandstorm [upkeep]\n-damage p2a: Misdreavus 239/254 [from] Sandstorm\nturn 14\nmove p2a: Misdreavus Will-O-Wisp p1a: Revavroom\n-status p1a: Revavroom brn\nmove p1a: Revavroom Shift Gear p1a: Revavroom\n-boost p1a: Revavroom spe 2\n-boost p1a: Revavroom atk 1\n-weather none\n-damage p1a: Revavroom 224/256 brn [from] brn\nturn 15\nswitch p2a: Drednaw Drednaw, L81, F 278/278\nmove p1a: Revavroom Iron Head p2a: Drednaw\n-damage p2a: Drednaw 197/278\n-damage p1a: Revavroom 199/256 brn [from] item: Life Orb\n-damage p1a: Revavroom 183/256 brn [from] brn\nturn 16\nmove p1a: Revavroom High Horsepower p2a: Drednaw\n-damage p2a: Drednaw 58/278\n-damage p1a: Revavroom 158/256 brn [from] item: Life Orb\nmove p2a: Drednaw Earthquake p1a: Revavroom\n-damage p1a: Revavroom 0 fnt\nfaint p1a: Revavroom\nswitch p1a: Arceus Arceus-Fighting, L70 284/284\n-damage p1a: Arceus 267/284 [from] Stealth Rock\n\nHere is the impact of the player's drednaw moves and the hp range that the move will do:\nearthquake: 9% - 10%\n\n\nHere is the impact of the opponent's arceusfighting moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is drednaw. They had the following choices:\n0. /choose move earthquake\n1. /choose switch sableye\n2. /choose switch ironjugulis\n3. /choose switch misdreavus\n\n\nThe winner chose to do the following:\n/choose switch sableye\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\nturn 13\nswitch p1a: Revavroom Revavroom, L79, F 256/256\n-damage p1a: Revavroom 240/256 [from] Stealth Rock\n-terastallize p2a: Misdreavus Fairy\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n-weather Sandstorm [upkeep]\n-damage p2a: Misdreavus 239/254 [from] Sandstorm\nturn 14\nmove p2a: Misdreavus Will-O-Wisp p1a: Revavroom\n-status p1a: Revavroom brn\nmove p1a: Revavroom Shift Gear p1a: Revavroom\n-boost p1a: Revavroom spe 2\n-boost p1a: Revavroom atk 1\n-weather none\n-damage p1a: Revavroom 224/256 brn [from] brn\nturn 15\nswitch p2a: Drednaw Drednaw, L81, F 278/278\nmove p1a: Revavroom Iron Head p2a: Drednaw\n-damage p2a: Drednaw 197/278\n-damage p1a: Revavroom 199/256 brn [from] item: Life Orb\n-damage p1a: Revavroom 183/256 brn [from] brn\nturn 16\nmove p1a: Revavroom High Horsepower p2a: Drednaw\n-damage p2a: Drednaw 58/278\n-damage p1a: Revavroom 158/256 brn [from] item: Life Orb\nmove p2a: Drednaw Earthquake p1a: Revavroom\n-damage p1a: Revavroom 0 fnt\nfaint p1a: Revavroom\nswitch p1a: Arceus Arceus-Fighting, L70 284/284\n-damage p1a: Arceus 267/284 [from] Stealth Rock\nturn 17\nswitch p1a: Dipplin Dipplin, L88, F, tera:Steel 199/284 brn\n-damage p1a: Dipplin 182/284 brn [from] Stealth Rock\nswitch p2a: Sableye Sableye, L90, F 188/236\n-damage p1a: Dipplin 165/284 brn [from] brn\nturn 18\nmove p2a: Sableye Taunt p1a: Dipplin\n-start p1a: Dipplin move: Taunt\nmove p1a: Dipplin Giga Drain p2a: Sableye\n-damage p2a: Sableye 89/236\n-heal p1a: Dipplin 215/284 brn [from] drain [of] p2a: Sableye\n-damage p1a: Dipplin 198/284 brn [from] brn\n\nHere is the impact of the player's sableye moves and the hp range that the move will do:\nknockoff: 9% - 10%\nrecover: 0 - 0\nwillowisp: 0 - 0\ntaunt: 0 - 0\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\ndragontail: 65% - 78%\ngigadrain: 107% - 128%\ndragonpulse: 122% - 144%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is sableye. They had the following choices:\n0. /choose move knockoff\n1. /choose move recover\n2. /choose move willowisp\n3. /choose move taunt\n4. /choose switch ironjugulis\n5. /choose switch misdreavus\n6. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose switch misdreavus\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\nturn 13\nswitch p1a: Revavroom Revavroom, L79, F 256/256\n-damage p1a: Revavroom 240/256 [from] Stealth Rock\n-terastallize p2a: Misdreavus Fairy\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n-weather Sandstorm [upkeep]\n-damage p2a: Misdreavus 239/254 [from] Sandstorm\nturn 14\nmove p2a: Misdreavus Will-O-Wisp p1a: Revavroom\n-status p1a: Revavroom brn\nmove p1a: Revavroom Shift Gear p1a: Revavroom\n-boost p1a: Revavroom spe 2\n-boost p1a: Revavroom atk 1\n-weather none\n-damage p1a: Revavroom 224/256 brn [from] brn\nturn 15\nswitch p2a: Drednaw Drednaw, L81, F 278/278\nmove p1a: Revavroom Iron Head p2a: Drednaw\n-damage p2a: Drednaw 197/278\n-damage p1a: Revavroom 199/256 brn [from] item: Life Orb\n-damage p1a: Revavroom 183/256 brn [from] brn\nturn 16\nmove p1a: Revavroom High Horsepower p2a: Drednaw\n-damage p2a: Drednaw 58/278\n-damage p1a: Revavroom 158/256 brn [from] item: Life Orb\nmove p2a: Drednaw Earthquake p1a: Revavroom\n-damage p1a: Revavroom 0 fnt\nfaint p1a: Revavroom\nswitch p1a: Arceus Arceus-Fighting, L70 284/284\n-damage p1a: Arceus 267/284 [from] Stealth Rock\nturn 17\nswitch p1a: Dipplin Dipplin, L88, F, tera:Steel 199/284 brn\n-damage p1a: Dipplin 182/284 brn [from] Stealth Rock\nswitch p2a: Sableye Sableye, L90, F 188/236\n-damage p1a: Dipplin 165/284 brn [from] brn\nturn 18\nmove p2a: Sableye Taunt p1a: Dipplin\n-start p1a: Dipplin move: Taunt\nmove p1a: Dipplin Giga Drain p2a: Sableye\n-damage p2a: Sableye 89/236\n-heal p1a: Dipplin 215/284 brn [from] drain [of] p2a: Sableye\n-damage p1a: Dipplin 198/284 brn [from] brn\nturn 19\nswitch p2a: Misdreavus Misdreavus, L90, F, tera:Fairy 239/254\nmove p1a: Dipplin Dragon Pulse p2a: Misdreavus\n-immune p2a: Misdreavus\n-damage p1a: Dipplin 181/284 brn [from] brn\nturn 20\nswitch p1a: Metagross Metagross, L79 256/256\n-damage p1a: Metagross 240/256 [from] Stealth Rock\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n\nHere is the impact of the player's misdreavus moves and the hp range that the move will do:\ncalmmind: 0 - 0\nwillowisp: 0 - 0\nshadowball: 44% - 52%\ndrainingkiss: 8% - 9%\n\n\nHere is the impact of the opponent's metagross moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is misdreavus. They had the following choices:\n0. /choose move calmmind\n1. /choose move willowisp\n2. /choose move shadowball\n3. /choose move drainingkiss\n4. /choose switch sableye\n5. /choose switch ironjugulis\n6. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move shadowball\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Ursaluna Ursaluna, L79, F 335/335\nswitch p2a: Blaziken Blaziken, L76, F 247/247\nturn 1\nmove p2a: Blaziken Close Combat p1a: Ursaluna\n-damage p1a: Ursaluna 15/335\n-unboost p2a: Blaziken def 1\n-unboost p2a: Blaziken spd 1\n-damage p2a: Blaziken 223/247 [from] item: Life Orb\nmove p1a: Ursaluna Headlong Rush p2a: Blaziken\n-damage p2a: Blaziken 0 fnt\n-unboost p1a: Ursaluna def 1\n-unboost p1a: Ursaluna spd 1\nfaint p2a: Blaziken\n-status p1a: Ursaluna brn [from] item: Flame Orb\nswitch p2a: Sableye Sableye, L90, F 236/236\nturn 2\nmove p2a: Sableye Knock Off p1a: Ursaluna\n-damage p1a: Ursaluna 0 fnt\n-enditem p1a: Ursaluna Flame Orb [from] move: Knock Off [of] p2a: Sableye\nfaint p1a: Ursaluna\nswitch p1a: Conkeldurr Conkeldurr, L80, M 299/299\nturn 3\nmove p2a: Sableye Knock Off p1a: Conkeldurr\n-damage p1a: Conkeldurr 250/299\n-enditem p1a: Conkeldurr Flame Orb [from] move: Knock Off [of] p2a: Sableye\nmove p1a: Conkeldurr Knock Off p2a: Sableye\n-damage p2a: Sableye 146/236\n-enditem p2a: Sableye Leftovers [from] move: Knock Off [of] p1a: Conkeldurr\nturn 4\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Recover p2a: Sableye\n-heal p2a: Sableye 236/236\nturn 5\nswitch p1a: Conkeldurr Conkeldurr, L80, M 250/299\nmove p2a: Sableye Will-O-Wisp p1a: Conkeldurr\n-status p1a: Conkeldurr brn\n-damage p1a: Conkeldurr 232/299 brn [from] brn\nturn 6\nswitch p1a: Dipplin Dipplin, L88, F 284/284\nmove p2a: Sableye Knock Off p1a: Dipplin\n-damage p1a: Dipplin 227/284\n-activate p1a: Dipplin ability: Sticky Hold\nturn 7\nmove p2a: Sableye Will-O-Wisp p1a: Dipplin\n-status p1a: Dipplin brn\nmove p1a: Dipplin Dragon Tail p2a: Sableye\n-damage p2a: Sableye 188/236\ndrag p2a: Drednaw Drednaw, L81, F 278/278\n-damage p1a: Dipplin 210/284 brn [from] brn\nturn 8\nswitch p2a: Iron Jugulis Iron Jugulis, L78 275/275\nmove p1a: Dipplin Giga Drain p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 222/275\n-heal p1a: Dipplin 237/284 brn [from] drain [of] p2a: Iron Jugulis\n-damage p1a: Dipplin 220/284 brn [from] brn\nturn 9\n-terastallize p1a: Dipplin Steel\nmove p2a: Iron Jugulis Hurricane p1a: Dipplin\n-damage p1a: Dipplin 178/284 brn\nmove p1a: Dipplin Dragon Pulse p2a: Iron Jugulis\n-damage p2a: Iron Jugulis 114/275\n-damage p1a: Dipplin 161/284 brn [from] brn\nturn 10\n-end p2a: Iron Jugulis Quark Drive [silent]\nswitch p2a: Hippowdon Hippowdon, L82, M 311/311\n-weather Sandstorm [from] ability: Sand Stream [of] p2a: Hippowdon\nmove p1a: Dipplin Recover p1a: Dipplin\n-heal p1a: Dipplin 284/284 brn\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 11\nmove p2a: Hippowdon Stealth Rock p1a: Dipplin\n-sidestart p1: Strokefish move: Stealth Rock\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 117/311\n-heal p1a: Dipplin 284/284 brn [from] drain [of] p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 267/284 brn [from] brn\nturn 12\nmove p2a: Hippowdon Earthquake p1a: Dipplin\n-damage p1a: Dipplin 157/284 brn\nmove p1a: Dipplin Giga Drain p2a: Hippowdon\n-damage p2a: Hippowdon 0 fnt\n-heal p1a: Dipplin 216/284 brn [from] drain [of] p2a: Hippowdon\nfaint p2a: Hippowdon\n-weather Sandstorm [upkeep]\n-damage p1a: Dipplin 199/284 brn [from] brn\nswitch p2a: Misdreavus Misdreavus, L90, F 254/254\nturn 13\nswitch p1a: Revavroom Revavroom, L79, F 256/256\n-damage p1a: Revavroom 240/256 [from] Stealth Rock\n-terastallize p2a: Misdreavus Fairy\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\n-weather Sandstorm [upkeep]\n-damage p2a: Misdreavus 239/254 [from] Sandstorm\nturn 14\nmove p2a: Misdreavus Will-O-Wisp p1a: Revavroom\n-status p1a: Revavroom brn\nmove p1a: Revavroom Shift Gear p1a: Revavroom\n-boost p1a: Revavroom spe 2\n-boost p1a: Revavroom atk 1\n-weather none\n-damage p1a: Revavroom 224/256 brn [from] brn\nturn 15\nswitch p2a: Drednaw Drednaw, L81, F 278/278\nmove p1a: Revavroom Iron Head p2a: Drednaw\n-damage p2a: Drednaw 197/278\n-damage p1a: Revavroom 199/256 brn [from] item: Life Orb\n-damage p1a: Revavroom 183/256 brn [from] brn\nturn 16\nmove p1a: Revavroom High Horsepower p2a: Drednaw\n-damage p2a: Drednaw 58/278\n-damage p1a: Revavroom 158/256 brn [from] item: Life Orb\nmove p2a: Drednaw Earthquake p1a: Revavroom\n-damage p1a: Revavroom 0 fnt\nfaint p1a: Revavroom\nswitch p1a: Arceus Arceus-Fighting, L70 284/284\n-damage p1a: Arceus 267/284 [from] Stealth Rock\nturn 17\nswitch p1a: Dipplin Dipplin, L88, F, tera:Steel 199/284 brn\n-damage p1a: Dipplin 182/284 brn [from] Stealth Rock\nswitch p2a: Sableye Sableye, L90, F 188/236\n-damage p1a: Dipplin 165/284 brn [from] brn\nturn 18\nmove p2a: Sableye Taunt p1a: Dipplin\n-start p1a: Dipplin move: Taunt\nmove p1a: Dipplin Giga Drain p2a: Sableye\n-damage p2a: Sableye 89/236\n-heal p1a: Dipplin 215/284 brn [from] drain [of] p2a: Sableye\n-damage p1a: Dipplin 198/284 brn [from] brn\nturn 19\nswitch p2a: Misdreavus Misdreavus, L90, F, tera:Fairy 239/254\nmove p1a: Dipplin Dragon Pulse p2a: Misdreavus\n-immune p2a: Misdreavus\n-damage p1a: Dipplin 181/284 brn [from] brn\nturn 20\nswitch p1a: Metagross Metagross, L79 256/256\n-damage p1a: Metagross 240/256 [from] Stealth Rock\nmove p2a: Misdreavus Calm Mind p2a: Misdreavus\n-boost p2a: Misdreavus spa 1\n-boost p2a: Misdreavus spd 1\nturn 21\nmove p2a: Misdreavus Shadow Ball p1a: Metagross\n-damage p1a: Metagross 0 fnt\nfaint p1a: Metagross\nswitch p1a: Conkeldurr Conkeldurr, L80, M 232/299 brn\n-damage p1a: Conkeldurr 214/299 brn [from] Stealth Rock\nturn 22\nmove p2a: Misdreavus Draining Kiss p1a: Conkeldurr\n-damage p1a: Conkeldurr 0 fnt\n-heal p2a: Misdreavus 254/254 [from] drain [of] p1a: Conkeldurr\nfaint p1a: Conkeldurr\nswitch p1a: Dipplin Dipplin, L88, F, tera:Steel 181/284 brn\n-damage p1a: Dipplin 164/284 brn [from] Stealth Rock\n\nHere is the impact of the player's misdreavus moves and the hp range that the move will do:\ncalmmind: 0 - 0\nwillowisp: 0 - 0\nshadowball: 28% - 33%\ndrainingkiss: 10% - 12%\n\n\nHere is the impact of the opponent's dipplin moves and the hp range that the move will do:\ndragontail: 0 - 0\ngigadrain: 20% - 24%\ndragonpulse: 0 - 0\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is misdreavus. They had the following choices:\n0. /choose move calmmind\n1. /choose move willowisp\n2. /choose move shadowball\n3. /choose move drainingkiss\n4. /choose switch sableye\n5. /choose switch ironjugulis\n6. /choose switch drednaw\n\n\nThe winner chose to do the following:\n/choose move calmmind\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,348
gen9randombattle-2173372531
2,199
|badge|p2|silver|gen9randombattle|30-2 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆TechBuster |j|☆MichaelderBeste2 |t:|1722790834 |gametype|singles |player|p1|TechBuster|102|2165 |player|p2|MichaelderBeste2|#wcop2021germany|2454 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1722790834 |start |switch|p1a: Weavile|Weavile, L79, M|240/240 |switch|p2a: Duraludon|Duraludon, L82, M|249/249 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by MichaelderBeste2) | |t:|1722790902 |switch|p1a: Sandy Shocks|Sandy Shocks, L80|267/267 |move|p2a: Duraludon|Draco Meteor|p1a: Sandy Shocks |-damage|p1a: Sandy Shocks|92/267 |-unboost|p2a: Duraludon|spa|2 | |-heal|p1a: Sandy Shocks|108/267|[from] item: Leftovers |upkeep |turn|2 | |t:|1722790929 |switch|p2a: Uxie|Uxie, L83|260/260 |move|p1a: Sandy Shocks|Stealth Rock|p2a: Uxie |-sidestart|p2: MichaelderBeste2|move: Stealth Rock | |-heal|p1a: Sandy Shocks|124/267|[from] item: Leftovers |upkeep |turn|3 |inactive|TechBuster has 120 seconds left. | |t:|1722790959 |move|p1a: Sandy Shocks|Thunder Wave|p2a: Uxie |-status|p2a: Uxie|par |move|p2a: Uxie|Knock Off|p1a: Sandy Shocks |-damage|p1a: Sandy Shocks|72/267 |-enditem|p1a: Sandy Shocks|Leftovers|[from] move: Knock Off|[of] p2a: Uxie | |upkeep |turn|4 |inactive|TechBuster has 120 seconds left. | |t:|1722790984 |move|p1a: Sandy Shocks|Thunderbolt|p2a: Uxie |-damage|p2a: Uxie|179/260 par |move|p2a: Uxie|Psychic Noise|p1a: Sandy Shocks |-damage|p1a: Sandy Shocks|8/267 |-start|p1a: Sandy Shocks|move: Heal Block | |-heal|p2a: Uxie|195/260 par|[from] item: Leftovers |upkeep |turn|5 | |t:|1722790999 |move|p1a: Sandy Shocks|Thunderbolt|p2a: Uxie |-damage|p2a: Uxie|114/260 par |move|p2a: Uxie|Knock Off|p1a: Sandy Shocks |-damage|p1a: Sandy Shocks|0 fnt |faint|p1a: Sandy Shocks |-end|p1a: Sandy Shocks|Protosynthesis|[silent] | |-heal|p2a: Uxie|130/260 par|[from] item: Leftovers |upkeep | |t:|1722791008 |switch|p1a: Weavile|Weavile, L79, M|240/240 |turn|6 |inactive|TechBuster has 90 seconds left. | |t:|1722791029 |move|p1a: Weavile|Knock Off|p2a: Uxie |-supereffective|p2a: Uxie |-damage|p2a: Uxie|0 fnt |-enditem|p2a: Uxie|Leftovers|[from] move: Knock Off|[of] p1a: Weavile |faint|p2a: Uxie | |upkeep | |t:|1722791037 |switch|p2a: Duraludon|Duraludon, L82, M|249/249 |-damage|p2a: Duraludon|234/249|[from] Stealth Rock |turn|7 |inactive|TechBuster has 90 seconds left. | |t:|1722791070 |move|p1a: Weavile|Knock Off|p2a: Duraludon |-damage|p2a: Duraludon|174/249 |-enditem|p2a: Duraludon|Eviolite|[from] move: Knock Off|[of] p1a: Weavile |move|p2a: Duraludon|Flash Cannon|p1a: Weavile |-supereffective|p1a: Weavile |-damage|p1a: Weavile|48/240 |-unboost|p1a: Weavile|spd|1 | |upkeep |turn|8 |inactive|TechBuster has 60 seconds left. | |t:|1722791106 |switch|p1a: Lumineon|Lumineon, L93, F|279/279 |move|p2a: Duraludon|Flash Cannon|p1a: Lumineon |-resisted|p1a: Lumineon |-damage|p1a: Lumineon|235/279 | |upkeep |turn|9 |j| mothonfire | |t:|1722791115 |move|p1a: Lumineon|Hydro Pump|p2a: Duraludon |-resisted|p2a: Duraludon |-damage|p2a: Duraludon|73/249 |-damage|p1a: Lumineon|208/279|[from] item: Life Orb |move|p2a: Duraludon|Draco Meteor|p1a: Lumineon |-damage|p1a: Lumineon|57/279 |-unboost|p2a: Duraludon|spa|2 | |upkeep |turn|10 |inactive|TechBuster has 60 seconds left. |inactive|MichaelderBeste2 has 120 seconds left. | |t:|1722791148 |move|p1a: Lumineon|Ice Beam|p2a: Duraludon |-damage|p2a: Duraludon|0 fnt |faint|p2a: Duraludon |-damage|p1a: Lumineon|30/279|[from] item: Life Orb | |upkeep | |t:|1722791150 |switch|p2a: Espathra|Espathra, L80, M|283/283 |-damage|p2a: Espathra|248/283|[from] Stealth Rock |turn|11 |inactive|TechBuster has 60 seconds left. | |t:|1722791166 |switch|p1a: Weavile|Weavile, L79, M|48/240 |move|p2a: Espathra|Dazzling Gleam|p1a: Weavile |-supereffective|p1a: Weavile |-damage|p1a: Weavile|0 fnt |faint|p1a: Weavile | |-ability|p2a: Espathra|Speed Boost|boost |-boost|p2a: Espathra|spe|1 |upkeep |inactive|TechBuster has 60 seconds left. | |t:|1722791174 |switch|p1a: Arbok|Arbok, L87, M|246/246 |-ability|p1a: Arbok|Intimidate|boost |-unboost|p2a: Espathra|atk|1 |turn|12 |inactive|MichaelderBeste2 has 120 seconds left. | |t:|1722791204 |switch|p2a: Skarmory|Skarmory, L80, M|235/235 |-damage|p2a: Skarmory|206/235|[from] Stealth Rock |switch|p1a: Lumineon|Lumineon, L93, F|30/279 | |-heal|p2a: Skarmory|220/235|[from] item: Leftovers |upkeep |turn|13 |inactive|MichaelderBeste2 has 120 seconds left. |inactive|TechBuster has 60 seconds left. | |t:|1722791222 |move|p1a: Lumineon|Hydro Pump|p2a: Skarmory |-crit|p2a: Skarmory |-damage|p2a: Skarmory|0 fnt |faint|p2a: Skarmory |-damage|p1a: Lumineon|3/279|[from] item: Life Orb | |upkeep |inactive|MichaelderBeste2 has 120 seconds left. |j| Finabas |c|☆TechBuster|sry |l| Finabas |j| Finabas |l| Finabas |l| mothonfire |inactive|MichaelderBeste2 has 90 seconds left. |j| mothonfire | |t:|1722791276 |switch|p2a: Regidrago|Regidrago, L77|435/435 |-damage|p2a: Regidrago|381/435|[from] Stealth Rock |turn|14 | |t:|1722791288 |move|p1a: Lumineon|Alluring Voice|p2a: Regidrago |-supereffective|p2a: Regidrago |-damage|p2a: Regidrago|137/435 |-damage|p1a: Lumineon|0 fnt|[from] item: Life Orb |faint|p1a: Lumineon |move|p2a: Regidrago|Dragon Dance|p2a: Regidrago |-boost|p2a: Regidrago|atk|1 |-boost|p2a: Regidrago|spe|1 | |upkeep |inactive|TechBuster has 60 seconds left. | |t:|1722791308 |switch|p1a: Arbok|Arbok, L87, M|246/246 |-ability|p1a: Arbok|Intimidate|boost |-unboost|p2a: Regidrago|atk|1 |turn|15 |inactive|TechBuster has 60 seconds left. | |t:|1722791329 |move|p2a: Regidrago|Draco Meteor|p1a: Arbok |-damage|p1a: Arbok|72/246 |-unboost|p2a: Regidrago|spa|2 |move|p1a: Arbok|Earthquake|p2a: Regidrago |-damage|p2a: Regidrago|0 fnt |faint|p2a: Regidrago |-damage|p1a: Arbok|48/246|[from] item: Life Orb | |upkeep | |t:|1722791334 |switch|p2a: Mabosstiff|Mabosstiff, L86, F|278/278 |-damage|p2a: Mabosstiff|244/278|[from] Stealth Rock |turn|16 | |t:|1722791344 |move|p2a: Mabosstiff|Crunch|p1a: Arbok |-damage|p1a: Arbok|0 fnt |faint|p1a: Arbok | |upkeep | |t:|1722791347 |switch|p1a: Indeedee|Indeedee-F, L90, F|272/272 |-fieldstart|move: Psychic Terrain|[from] ability: Psychic Surge|[of] p1a: Indeedee |turn|17 |inactive|MichaelderBeste2 has 120 seconds left. |inactive|TechBuster has 60 seconds left. | |t:|1722791360 |-terastallize|p1a: Indeedee|Fairy |move|p1a: Indeedee|Dazzling Gleam|p2a: Mabosstiff |-supereffective|p2a: Mabosstiff |-damage|p2a: Mabosstiff|0 fnt |faint|p2a: Mabosstiff | |upkeep | |t:|1722791363 |switch|p2a: Espathra|Espathra, L80, M|248/283 |-damage|p2a: Espathra|213/283|[from] Stealth Rock |turn|18 | |t:|1722791365 |move|p2a: Espathra|Dazzling Gleam|p1a: Indeedee |-damage|p1a: Indeedee|210/272 |move|p1a: Indeedee|Dazzling Gleam|p2a: Espathra |-damage|p2a: Espathra|0 fnt |faint|p2a: Espathra | |win|TechBuster |raw|TechBuster's rating: 2165 &rarr; <strong>2199</strong><br />(+34 for winning) |raw|MichaelderBeste2's rating: 2454 &rarr; <strong>2420</strong><br />(-34 for losing) |c|☆TechBuster|gg |l|☆MichaelderBeste2 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n\nHere is the impact of the player's weavile moves and the hp range that the move will do:\nknockoff: 9% - 11%\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is weavile. They had the following choices:\n0. /choose move knockoff\n1. /choose switch sandyshocks\n2. /choose switch lumineon\n3. /choose switch arbok\n4. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose switch sandyshocks\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\n\nHere is the impact of the player's sandyshocks moves and the hp range that the move will do:\nstealthrock: 0 - 0\nthunderwave: 0 - 0\nthunderbolt: 11% - 13%\n\n\nHere is the impact of the opponent's uxie moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is sandyshocks. They had the following choices:\n0. /choose move stealthrock\n1. /choose move thunderwave\n2. /choose move thunderbolt\n3. /choose switch weavile\n4. /choose switch lumineon\n5. /choose switch arbok\n6. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move thunderwave\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\n\nHere is the impact of the player's sandyshocks moves and the hp range that the move will do:\nstealthrock: 0 - 0\nthunderwave: 0 - 0\nthunderbolt: 15% - 17%\n\n\nHere is the impact of the opponent's uxie moves and the hp range that the move will do:\nknockoff: 425% - 500%\npsychicnoise: 800% - 950%\n\n\nThe winner's active Pokemon is sandyshocks. They had the following choices:\n0. /choose move stealthrock\n1. /choose move thunderwave\n2. /choose move thunderbolt\n3. /choose switch weavile\n4. /choose switch lumineon\n5. /choose switch arbok\n6. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\n\nHere is the impact of the player's weavile moves and the hp range that the move will do:\nknockoff: 10% - 12%\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 66% - 77%\n\n\nThe winner's active Pokemon is weavile. They had the following choices:\n0. /choose move knockoff\n1. /choose switch lumineon\n2. /choose switch arbok\n3. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\nturn 7\nmove p1a: Weavile Knock Off p2a: Duraludon\n-damage p2a: Duraludon 174/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Weavile\nmove p2a: Duraludon Flash Cannon p1a: Weavile\n-damage p1a: Weavile 48/240\n-unboost p1a: Weavile spd 1\nturn 8\nswitch p1a: Lumineon Lumineon, L93, F 279/279\nmove p2a: Duraludon Flash Cannon p1a: Lumineon\n-damage p1a: Lumineon 235/279\n\nHere is the impact of the player's lumineon moves and the hp range that the move will do:\nhydropump: 19% - 23%\nicebeam: 21% - 25%\nalluringvoice: 19% - 22%\n\n\nHere is the impact of the opponent's duraludon moves and the hp range that the move will do:\ndracometeor: 56% - 66%\nflashcannon: 17% - 20%\n\n\nThe winner's active Pokemon is lumineon. They had the following choices:\n0. /choose move hydropump\n1. /choose move icebeam\n2. /choose move alluringvoice\n3. /choose switch weavile\n4. /choose switch arbok\n5. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\nturn 7\nmove p1a: Weavile Knock Off p2a: Duraludon\n-damage p2a: Duraludon 174/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Weavile\nmove p2a: Duraludon Flash Cannon p1a: Weavile\n-damage p1a: Weavile 48/240\n-unboost p1a: Weavile spd 1\nturn 8\nswitch p1a: Lumineon Lumineon, L93, F 279/279\nmove p2a: Duraludon Flash Cannon p1a: Lumineon\n-damage p1a: Lumineon 235/279\nturn 9\nmove p1a: Lumineon Hydro Pump p2a: Duraludon\n-damage p2a: Duraludon 73/249\n-damage p1a: Lumineon 208/279 [from] item: Life Orb\nmove p2a: Duraludon Draco Meteor p1a: Lumineon\n-damage p1a: Lumineon 57/279\n-unboost p2a: Duraludon spa 2\nturn 10\nmove p1a: Lumineon Ice Beam p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-damage p1a: Lumineon 30/279 [from] item: Life Orb\nswitch p2a: Espathra Espathra, L80, M 283/283\n-damage p2a: Espathra 248/283 [from] Stealth Rock\n\nHere is the impact of the player's lumineon moves and the hp range that the move will do:\nhydropump: 28% - 33%\nicebeam: 15% - 18%\nalluringvoice: 13% - 16%\n\n\nHere is the impact of the opponent's espathra moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lumineon. They had the following choices:\n0. /choose move hydropump\n1. /choose move icebeam\n2. /choose move alluringvoice\n3. /choose switch weavile\n4. /choose switch arbok\n5. /choose switch indeedeef\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in weavile.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\nturn 7\nmove p1a: Weavile Knock Off p2a: Duraludon\n-damage p2a: Duraludon 174/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Weavile\nmove p2a: Duraludon Flash Cannon p1a: Weavile\n-damage p1a: Weavile 48/240\n-unboost p1a: Weavile spd 1\nturn 8\nswitch p1a: Lumineon Lumineon, L93, F 279/279\nmove p2a: Duraludon Flash Cannon p1a: Lumineon\n-damage p1a: Lumineon 235/279\nturn 9\nmove p1a: Lumineon Hydro Pump p2a: Duraludon\n-damage p2a: Duraludon 73/249\n-damage p1a: Lumineon 208/279 [from] item: Life Orb\nmove p2a: Duraludon Draco Meteor p1a: Lumineon\n-damage p1a: Lumineon 57/279\n-unboost p2a: Duraludon spa 2\nturn 10\nmove p1a: Lumineon Ice Beam p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-damage p1a: Lumineon 30/279 [from] item: Life Orb\nswitch p2a: Espathra Espathra, L80, M 283/283\n-damage p2a: Espathra 248/283 [from] Stealth Rock\nturn 11\nswitch p1a: Weavile Weavile, L79, M 48/240\nmove p2a: Espathra Dazzling Gleam p1a: Weavile\n-damage p1a: Weavile 0 fnt\nfaint p1a: Weavile\n-ability p2a: Espathra Speed Boost boost\n-boost p2a: Espathra spe 1\nswitch p1a: Arbok Arbok, L87, M 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Espathra atk 1\nturn 12\nswitch p2a: Skarmory Skarmory, L80, M 235/235\n-damage p2a: Skarmory 206/235 [from] Stealth Rock\nswitch p1a: Lumineon Lumineon, L93, F 30/279\n-heal p2a: Skarmory 220/235 [from] item: Leftovers\n\nHere is the impact of the player's lumineon moves and the hp range that the move will do:\nhydropump: 34% - 40%\nicebeam: 18% - 22%\nalluringvoice: 8% - 9%\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lumineon. They had the following choices:\n0. /choose move hydropump\n1. /choose move icebeam\n2. /choose move alluringvoice\n3. /choose switch arbok\n4. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\nturn 7\nmove p1a: Weavile Knock Off p2a: Duraludon\n-damage p2a: Duraludon 174/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Weavile\nmove p2a: Duraludon Flash Cannon p1a: Weavile\n-damage p1a: Weavile 48/240\n-unboost p1a: Weavile spd 1\nturn 8\nswitch p1a: Lumineon Lumineon, L93, F 279/279\nmove p2a: Duraludon Flash Cannon p1a: Lumineon\n-damage p1a: Lumineon 235/279\nturn 9\nmove p1a: Lumineon Hydro Pump p2a: Duraludon\n-damage p2a: Duraludon 73/249\n-damage p1a: Lumineon 208/279 [from] item: Life Orb\nmove p2a: Duraludon Draco Meteor p1a: Lumineon\n-damage p1a: Lumineon 57/279\n-unboost p2a: Duraludon spa 2\nturn 10\nmove p1a: Lumineon Ice Beam p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-damage p1a: Lumineon 30/279 [from] item: Life Orb\nswitch p2a: Espathra Espathra, L80, M 283/283\n-damage p2a: Espathra 248/283 [from] Stealth Rock\nturn 11\nswitch p1a: Weavile Weavile, L79, M 48/240\nmove p2a: Espathra Dazzling Gleam p1a: Weavile\n-damage p1a: Weavile 0 fnt\nfaint p1a: Weavile\n-ability p2a: Espathra Speed Boost boost\n-boost p2a: Espathra spe 1\nswitch p1a: Arbok Arbok, L87, M 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Espathra atk 1\nturn 12\nswitch p2a: Skarmory Skarmory, L80, M 235/235\n-damage p2a: Skarmory 206/235 [from] Stealth Rock\nswitch p1a: Lumineon Lumineon, L93, F 30/279\n-heal p2a: Skarmory 220/235 [from] item: Leftovers\nturn 13\nmove p1a: Lumineon Hydro Pump p2a: Skarmory\n-damage p2a: Skarmory 0 fnt\nfaint p2a: Skarmory\n-damage p1a: Lumineon 3/279 [from] item: Life Orb\nswitch p2a: Regidrago Regidrago, L77 435/435\n-damage p2a: Regidrago 381/435 [from] Stealth Rock\nturn 14\nmove p1a: Lumineon Alluring Voice p2a: Regidrago\n-damage p2a: Regidrago 137/435\n-damage p1a: Lumineon 0 fnt [from] item: Life Orb\nfaint p1a: Lumineon\nmove p2a: Regidrago Dragon Dance p2a: Regidrago\n-boost p2a: Regidrago atk 1\n-boost p2a: Regidrago spe 1\nswitch p1a: Arbok Arbok, L87, M 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Regidrago atk 1\n\nHere is the impact of the player's arbok moves and the hp range that the move will do:\nearthquake: 20% - 23%\n\n\nHere is the impact of the opponent's regidrago moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is arbok. They had the following choices:\n0. /choose move earthquake\n1. /choose switch indeedeef\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Weavile Weavile, L79, M 240/240\nswitch p2a: Duraludon Duraludon, L82, M 249/249\nturn 1\nswitch p1a: Sandy Shocks Sandy Shocks, L80 267/267\nmove p2a: Duraludon Draco Meteor p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 92/267\n-unboost p2a: Duraludon spa 2\n-heal p1a: Sandy Shocks 108/267 [from] item: Leftovers\nturn 2\nswitch p2a: Uxie Uxie, L83 260/260\nmove p1a: Sandy Shocks Stealth Rock p2a: Uxie\n-sidestart p2: MichaelderBeste2 move: Stealth Rock\n-heal p1a: Sandy Shocks 124/267 [from] item: Leftovers\nturn 3\nmove p1a: Sandy Shocks Thunder Wave p2a: Uxie\n-status p2a: Uxie par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 72/267\n-enditem p1a: Sandy Shocks Leftovers [from] move: Knock Off [of] p2a: Uxie\nturn 4\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 179/260 par\nmove p2a: Uxie Psychic Noise p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 8/267\n-start p1a: Sandy Shocks move: Heal Block\n-heal p2a: Uxie 195/260 par [from] item: Leftovers\nturn 5\nmove p1a: Sandy Shocks Thunderbolt p2a: Uxie\n-damage p2a: Uxie 114/260 par\nmove p2a: Uxie Knock Off p1a: Sandy Shocks\n-damage p1a: Sandy Shocks 0 fnt\nfaint p1a: Sandy Shocks\n-end p1a: Sandy Shocks Protosynthesis [silent]\n-heal p2a: Uxie 130/260 par [from] item: Leftovers\nswitch p1a: Weavile Weavile, L79, M 240/240\nturn 6\nmove p1a: Weavile Knock Off p2a: Uxie\n-damage p2a: Uxie 0 fnt\n-enditem p2a: Uxie Leftovers [from] move: Knock Off [of] p1a: Weavile\nfaint p2a: Uxie\nswitch p2a: Duraludon Duraludon, L82, M 249/249\n-damage p2a: Duraludon 234/249 [from] Stealth Rock\nturn 7\nmove p1a: Weavile Knock Off p2a: Duraludon\n-damage p2a: Duraludon 174/249\n-enditem p2a: Duraludon Eviolite [from] move: Knock Off [of] p1a: Weavile\nmove p2a: Duraludon Flash Cannon p1a: Weavile\n-damage p1a: Weavile 48/240\n-unboost p1a: Weavile spd 1\nturn 8\nswitch p1a: Lumineon Lumineon, L93, F 279/279\nmove p2a: Duraludon Flash Cannon p1a: Lumineon\n-damage p1a: Lumineon 235/279\nturn 9\nmove p1a: Lumineon Hydro Pump p2a: Duraludon\n-damage p2a: Duraludon 73/249\n-damage p1a: Lumineon 208/279 [from] item: Life Orb\nmove p2a: Duraludon Draco Meteor p1a: Lumineon\n-damage p1a: Lumineon 57/279\n-unboost p2a: Duraludon spa 2\nturn 10\nmove p1a: Lumineon Ice Beam p2a: Duraludon\n-damage p2a: Duraludon 0 fnt\nfaint p2a: Duraludon\n-damage p1a: Lumineon 30/279 [from] item: Life Orb\nswitch p2a: Espathra Espathra, L80, M 283/283\n-damage p2a: Espathra 248/283 [from] Stealth Rock\nturn 11\nswitch p1a: Weavile Weavile, L79, M 48/240\nmove p2a: Espathra Dazzling Gleam p1a: Weavile\n-damage p1a: Weavile 0 fnt\nfaint p1a: Weavile\n-ability p2a: Espathra Speed Boost boost\n-boost p2a: Espathra spe 1\nswitch p1a: Arbok Arbok, L87, M 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Espathra atk 1\nturn 12\nswitch p2a: Skarmory Skarmory, L80, M 235/235\n-damage p2a: Skarmory 206/235 [from] Stealth Rock\nswitch p1a: Lumineon Lumineon, L93, F 30/279\n-heal p2a: Skarmory 220/235 [from] item: Leftovers\nturn 13\nmove p1a: Lumineon Hydro Pump p2a: Skarmory\n-damage p2a: Skarmory 0 fnt\nfaint p2a: Skarmory\n-damage p1a: Lumineon 3/279 [from] item: Life Orb\nswitch p2a: Regidrago Regidrago, L77 435/435\n-damage p2a: Regidrago 381/435 [from] Stealth Rock\nturn 14\nmove p1a: Lumineon Alluring Voice p2a: Regidrago\n-damage p2a: Regidrago 137/435\n-damage p1a: Lumineon 0 fnt [from] item: Life Orb\nfaint p1a: Lumineon\nmove p2a: Regidrago Dragon Dance p2a: Regidrago\n-boost p2a: Regidrago atk 1\n-boost p2a: Regidrago spe 1\nswitch p1a: Arbok Arbok, L87, M 246/246\n-ability p1a: Arbok Intimidate boost\n-unboost p2a: Regidrago atk 1\nturn 15\nmove p2a: Regidrago Draco Meteor p1a: Arbok\n-damage p1a: Arbok 72/246\n-unboost p2a: Regidrago spa 2\nmove p1a: Arbok Earthquake p2a: Regidrago\n-damage p2a: Regidrago 0 fnt\nfaint p2a: Regidrago\n-damage p1a: Arbok 48/246 [from] item: Life Orb\nswitch p2a: Mabosstiff Mabosstiff, L86, F 278/278\n-damage p2a: Mabosstiff 244/278 [from] Stealth Rock\nturn 16\nmove p2a: Mabosstiff Crunch p1a: Arbok\n-damage p1a: Arbok 0 fnt\nfaint p1a: Arbok\nswitch p1a: Indeedee Indeedee-F, L90, F 272/272\n-fieldstart move: Psychic Terrain [from] ability: Psychic Surge [of] p1a: Indeedee\n\nHere is the impact of the player's indeedeef moves and the hp range that the move will do:\ndazzlinggleam: 22% - 26%\n\n\nHere is the impact of the opponent's mabosstiff moves and the hp range that the move will do:\ncrunch: 86% - 103%\n\n\nThe winner's active Pokemon is indeedeef. They had the following choices:\n0. /choose move dazzlinggleam\n1. /choose move dazzlinggleam terastallize\n\n\nThe winner chose to do the following:\n/choose move dazzlinggleam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,349
gen9randombattle-2167566769
2,199
|j|☆GoofyGoobDoGoo |j|‽Qiuescent |t:|1721959934 |gametype|singles |player|p1|GoofyGoobDoGoo|misty|2172 |player|p2|Qiuescent|266|2300 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1721959934 |start |switch|p1a: Altaria|Altaria, L88, M|275/275 |switch|p2a: Rillaboom|Rillaboom, L79, M|288/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|1 | |t:|1721959944 |switch|p2a: Tentacruel|Tentacruel, L84, F|272/272 |move|p1a: Altaria|Will-O-Wisp|p2a: Tentacruel|[miss] |-miss|p1a: Altaria|p2a: Tentacruel | |upkeep |turn|2 | |t:|1721959957 |switch|p1a: Iron Bundle|Iron Bundle, L77|213/213 |move|p2a: Tentacruel|Sludge Bomb|p1a: Iron Bundle |-damage|p1a: Iron Bundle|90/213 | |-heal|p1a: Iron Bundle|103/213|[from] Grassy Terrain |upkeep |turn|3 | |t:|1721959962 |move|p1a: Iron Bundle|Freeze-Dry|p2a: Tentacruel |-supereffective|p2a: Tentacruel |-damage|p2a: Tentacruel|78/272 |move|p2a: Tentacruel|Sludge Bomb|p1a: Iron Bundle |-damage|p1a: Iron Bundle|0 fnt |faint|p1a: Iron Bundle |-end|p1a: Iron Bundle|Quark Drive|[silent] | |-heal|p2a: Tentacruel|95/272|[from] Grassy Terrain |-heal|p2a: Tentacruel|112/272|[from] item: Leftovers |upkeep | |t:|1721959973 |switch|p1a: Mewtwo|Mewtwo, L72|272/272 |-ability|p1a: Mewtwo|Unnerve |turn|4 | |t:|1721959980 |move|p1a: Mewtwo|Psystrike|p2a: Tentacruel |-supereffective|p2a: Tentacruel |-damage|p2a: Tentacruel|0 fnt |faint|p2a: Tentacruel |-damage|p1a: Mewtwo|245/272|[from] item: Life Orb | |-heal|p1a: Mewtwo|262/272|[from] Grassy Terrain |upkeep | |t:|1721959984 |switch|p2a: Rillaboom|Rillaboom, L79, M|288/288 |turn|5 | |t:|1721959988 |switch|p1a: Altaria|Altaria, L88, M|275/275 |move|p2a: Rillaboom|Knock Off|p1a: Altaria |-damage|p1a: Altaria|177/275 |-enditem|p1a: Altaria|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Rillaboom | |-fieldend|move: Grassy Terrain |upkeep |turn|6 | |t:|1721959994 |switch|p2a: Palossand|Palossand, L89, M|296/296 |move|p1a: Altaria|Will-O-Wisp|p2a: Palossand |-status|p2a: Palossand|brn | |-damage|p2a: Palossand|278/296 brn|[from] brn |upkeep |turn|7 | |t:|1721960000 |switch|p1a: Regigigas|Regigigas, L84|322/322 |-start|p1a: Regigigas|ability: Slow Start |move|p2a: Palossand|Shadow Ball|p1a: Regigigas |-immune|p1a: Regigigas | |-heal|p2a: Palossand|296/296 brn|[from] item: Leftovers |-damage|p2a: Palossand|278/296 brn|[from] brn |upkeep |turn|8 | |t:|1721960007 |switch|p2a: Crawdaunt|Crawdaunt, L84, M|243/243 |move|p1a: Regigigas|Protect||[still] |-fail|p1a: Regigigas | |upkeep |turn|9 | |t:|1721960014 |move|p2a: Crawdaunt|Knock Off|p1a: Regigigas |-damage|p1a: Regigigas|126/322 |-enditem|p1a: Regigigas|Leftovers|[from] move: Knock Off|[of] p2a: Crawdaunt |move|p1a: Regigigas|Body Slam|p2a: Crawdaunt |-damage|p2a: Crawdaunt|173/243 |-status|p2a: Crawdaunt|par | |upkeep |turn|10 | |t:|1721960024 |move|p1a: Regigigas|Knock Off|p2a: Crawdaunt |-resisted|p2a: Crawdaunt |-damage|p2a: Crawdaunt|147/243 par |-enditem|p2a: Crawdaunt|Choice Band|[from] move: Knock Off|[of] p1a: Regigigas |move|p2a: Crawdaunt|Knock Off|p1a: Regigigas |-damage|p1a: Regigigas|26/322 | |upkeep |turn|11 | |t:|1721960030 |move|p1a: Regigigas|Body Slam|p2a: Crawdaunt |-damage|p2a: Crawdaunt|77/243 par |move|p2a: Crawdaunt|Knock Off|p1a: Regigigas |-damage|p1a: Regigigas|0 fnt |faint|p1a: Regigigas |-end|p1a: Regigigas|Slow Start|[silent] | |upkeep | |t:|1721960039 |switch|p1a: Persian|Persian-Alola, L86, M|252/252 |turn|12 | |t:|1721960041 |move|p1a: Persian|Nasty Plot|p1a: Persian |-boost|p1a: Persian|spa|2 |cant|p2a: Crawdaunt|par | |upkeep |turn|13 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Qiuescent) | |t:|1721960052 |move|p1a: Persian|Thunderbolt|p2a: Crawdaunt |-supereffective|p2a: Crawdaunt |-damage|p2a: Crawdaunt|0 fnt |faint|p2a: Crawdaunt |-damage|p1a: Persian|227/252|[from] item: Life Orb | |upkeep | |t:|1721960054 |switch|p2a: Passimian|Passimian, L83, F|302/302 |turn|14 | |t:|1721960059 |-terastallize|p1a: Persian|Fairy |move|p2a: Passimian|Close Combat|p1a: Persian |-resisted|p1a: Persian |-damage|p1a: Persian|177/252 |-unboost|p2a: Passimian|def|1 |-unboost|p2a: Passimian|spd|1 |move|p1a: Persian|Tera Blast|p2a: Passimian|[anim] Tera Blast Fairy |-supereffective|p2a: Passimian |-damage|p2a: Passimian|0 fnt |faint|p2a: Passimian |-damage|p1a: Persian|152/252|[from] item: Life Orb | |upkeep | |t:|1721960062 |switch|p2a: Rillaboom|Rillaboom, L79, M|288/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|15 | |t:|1721960065 |-terastallize|p2a: Rillaboom|Grass |move|p2a: Rillaboom|Grassy Glide|p1a: Persian |-damage|p1a: Persian|40/252 |move|p1a: Persian|Tera Blast|p2a: Rillaboom|[anim] Tera Blast Fairy |-damage|p2a: Rillaboom|41/288 |-damage|p1a: Persian|15/252|[from] item: Life Orb | |-heal|p1a: Persian|30/252|[from] Grassy Terrain |-heal|p2a: Rillaboom|59/288|[from] Grassy Terrain |upkeep |turn|16 | |t:|1721960075 |switch|p1a: Altaria|Altaria, L88, M|177/275 |move|p2a: Rillaboom|Grassy Glide|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|141/275 | |-heal|p2a: Rillaboom|77/288|[from] Grassy Terrain |upkeep |turn|17 | |t:|1721960080 |switch|p2a: Palossand|Palossand, L89, M|278/296 brn |move|p1a: Altaria|Brave Bird|p2a: Palossand |-damage|p2a: Palossand|191/296 brn |-damage|p1a: Altaria|112/275|[from] Recoil | |-heal|p2a: Palossand|209/296 brn|[from] Grassy Terrain |-heal|p2a: Palossand|227/296 brn|[from] item: Leftovers |-damage|p2a: Palossand|209/296 brn|[from] brn |upkeep |turn|18 | |t:|1721960092 |switch|p1a: Persian|Persian-Alola, L86, M, tera:Fairy|30/252 |move|p2a: Palossand|Shadow Ball|p1a: Persian |-damage|p1a: Persian|0 fnt |faint|p1a: Persian | |-heal|p2a: Palossand|227/296 brn|[from] Grassy Terrain |-heal|p2a: Palossand|245/296 brn|[from] item: Leftovers |-damage|p2a: Palossand|227/296 brn|[from] brn |upkeep | |t:|1721960102 |switch|p1a: Milotic|Milotic, L83, M|293/293 |turn|19 | |t:|1721960106 |move|p1a: Milotic|Ice Beam|p2a: Palossand |-supereffective|p2a: Palossand |-damage|p2a: Palossand|99/296 brn |move|p2a: Palossand|Sludge Bomb|p1a: Milotic |-damage|p1a: Milotic|241/293 |-status|p1a: Milotic|psn | |-heal|p1a: Milotic|259/293 psn|[from] Grassy Terrain |-heal|p1a: Milotic|277/293 psn|[from] item: Leftovers |-heal|p2a: Palossand|117/296 brn|[from] Grassy Terrain |-heal|p2a: Palossand|135/296 brn|[from] item: Leftovers |-damage|p1a: Milotic|241/293 psn|[from] psn |-damage|p2a: Palossand|117/296 brn|[from] brn |-fieldend|move: Grassy Terrain |upkeep |turn|20 | |t:|1721960112 |move|p1a: Milotic|Scald|p2a: Palossand |-supereffective|p2a: Palossand |-damage|p2a: Palossand|0 fnt |faint|p2a: Palossand | |-heal|p1a: Milotic|259/293 psn|[from] item: Leftovers |-damage|p1a: Milotic|223/293 psn|[from] psn |upkeep | |t:|1721960116 |switch|p2a: Rillaboom|Rillaboom, L79, M, tera:Grass|77/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|21 | |t:|1721960126 |move|p2a: Rillaboom|Grassy Glide|p1a: Milotic |-supereffective|p1a: Milotic |-damage|p1a: Milotic|0 fnt |faint|p1a: Milotic | |-heal|p2a: Rillaboom|95/288|[from] Grassy Terrain |upkeep | |t:|1721960130 |switch|p1a: Altaria|Altaria, L88, M|112/275 |turn|22 | |t:|1721960133 |move|p2a: Rillaboom|Grassy Glide|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|77/275 |move|p1a: Altaria|Brave Bird|p2a: Rillaboom |-supereffective|p2a: Rillaboom |-damage|p2a: Rillaboom|0 fnt |faint|p2a: Rillaboom |-damage|p1a: Altaria|46/275|[from] Recoil | |upkeep | |t:|1721960136 |switch|p2a: Oricorio|Oricorio, L84, F|263/263 |turn|23 | |t:|1721960139 |move|p2a: Oricorio|Quiver Dance|p2a: Oricorio |-boost|p2a: Oricorio|spa|1 |-boost|p2a: Oricorio|spd|1 |-boost|p2a: Oricorio|spe|1 |move|p1a: Altaria|Brave Bird|p2a: Oricorio |-damage|p2a: Oricorio|127/263 |-damage|p1a: Altaria|1/275|[from] Recoil | |upkeep |turn|24 | |t:|1721960142 |move|p2a: Oricorio|Revelation Dance|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|0 fnt |faint|p1a: Altaria | |upkeep | |t:|1721960143 |switch|p1a: Mewtwo|Mewtwo, L72|262/272 |-ability|p1a: Mewtwo|Unnerve |turn|25 | |t:|1721960147 |move|p2a: Oricorio|Roost|p2a: Oricorio |-heal|p2a: Oricorio|259/263 |-singleturn|p2a: Oricorio|move: Roost |move|p1a: Mewtwo|Psystrike|p2a: Oricorio |-damage|p2a: Oricorio|86/263 |-damage|p1a: Mewtwo|235/272|[from] item: Life Orb | |-heal|p2a: Oricorio|102/263|[from] Grassy Terrain |-heal|p1a: Mewtwo|252/272|[from] Grassy Terrain |-fieldend|move: Grassy Terrain |upkeep |turn|26 | |t:|1721960150 |move|p2a: Oricorio|Roost|p2a: Oricorio |-heal|p2a: Oricorio|234/263 |-singleturn|p2a: Oricorio|move: Roost |move|p1a: Mewtwo|Psystrike|p2a: Oricorio |-damage|p2a: Oricorio|47/263 |-damage|p1a: Mewtwo|225/272|[from] item: Life Orb | |upkeep |turn|27 | |t:|1721960153 |move|p2a: Oricorio|Hurricane|p1a: Mewtwo |-damage|p1a: Mewtwo|21/272 |move|p1a: Mewtwo|Psystrike|p2a: Oricorio |-damage|p2a: Oricorio|0 fnt |faint|p2a: Oricorio |-damage|p1a: Mewtwo|0 fnt|[from] item: Life Orb |faint|p1a: Mewtwo | |win|GoofyGoobDoGoo |raw|GoofyGoobDoGoo's rating: 2172 &rarr; <strong>2199</strong><br />(+27 for winning) |raw|Qiuescent's rating: 2300 &rarr; <strong>2273</strong><br />(-27 for losing) |l|‽Qiuescent |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\n\nHere is the impact of the player's altaria moves and the hp range that the move will do:\nwillowisp: 0 - 0\nbravebird: 26% - 31%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is altaria. They had the following choices:\n0. /choose move willowisp\n1. /choose move bravebird\n2. /choose switch ironbundle\n3. /choose switch mewtwo\n4. /choose switch regigigas\n5. /choose switch persianalola\n6. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\n\nHere is the impact of the player's ironbundle moves and the hp range that the move will do:\nfreezedry: 15% - 19%\n\n\nHere is the impact of the opponent's tentacruel moves and the hp range that the move will do:\nsludgebomb: 105% - 126%\n\n\nThe winner's active Pokemon is ironbundle. They had the following choices:\n0. /choose move freezedry\n1. /choose switch altaria\n2. /choose switch mewtwo\n3. /choose switch regigigas\n4. /choose switch persianalola\n5. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move freezedry\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\npsystrike: 18% - 22%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move psystrike\n1. /choose switch altaria\n2. /choose switch regigigas\n3. /choose switch persianalola\n4. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose switch altaria\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\n\nHere is the impact of the player's altaria moves and the hp range that the move will do:\nwillowisp: 0 - 0\nbravebird: 10% - 12%\n\n\nHere is the impact of the opponent's palossand moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is altaria. They had the following choices:\n0. /choose move willowisp\n1. /choose move bravebird\n2. /choose switch mewtwo\n3. /choose switch regigigas\n4. /choose switch persianalola\n5. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose switch regigigas\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nprotect: 0 - 0\nbodyslam: 24% - 28%\nknockoff: 6% - 7%\n\n\nHere is the impact of the opponent's crawdaunt moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move protect\n1. /choose move bodyslam\n2. /choose move knockoff\n3. /choose switch altaria\n4. /choose switch mewtwo\n5. /choose switch persianalola\n6. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nprotect: 0 - 0\nbodyslam: 39% - 47%\nknockoff: 10% - 12%\n\n\nHere is the impact of the opponent's crawdaunt moves and the hp range that the move will do:\nknockoff: 246% - 292%\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move protect\n1. /choose move bodyslam\n2. /choose move knockoff\n3. /choose switch altaria\n4. /choose switch mewtwo\n5. /choose switch persianalola\n6. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\n\nHere is the impact of the player's persianalola moves and the hp range that the move will do:\nnastyplot: 0 - 0\nthunderbolt: 166% - 196%\nterablast: 73% - 87%\n\n\nHere is the impact of the opponent's crawdaunt moves and the hp range that the move will do:\nknockoff: 9% - 11%\n\n\nThe winner's active Pokemon is persianalola. They had the following choices:\n0. /choose move nastyplot\n1. /choose move thunderbolt\n2. /choose move terablast\n3. /choose move nastyplot terastallize\n4. /choose move thunderbolt terastallize\n5. /choose move terablast terastallize\n6. /choose switch altaria\n7. /choose switch mewtwo\n8. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\n\nHere is the impact of the player's persianalola moves and the hp range that the move will do:\nnastyplot: 0 - 0\nthunderbolt: 10% - 12%\nterablast: 28% - 33%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nknockoff: 15% - 17%\n\n\nThe winner's active Pokemon is persianalola. They had the following choices:\n0. /choose move nastyplot\n1. /choose move thunderbolt\n2. /choose move terablast\n3. /choose switch altaria\n4. /choose switch mewtwo\n5. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move terablast\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\n\nHere is the impact of the player's altaria moves and the hp range that the move will do:\nwillowisp: 0 - 0\nbravebird: 98% - 117%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nknockoff: 31% - 37%\ngrassyglide: 14% - 17%\n\n\nThe winner's active Pokemon is altaria. They had the following choices:\n0. /choose move willowisp\n1. /choose move bravebird\n2. /choose switch mewtwo\n3. /choose switch persianalola\n4. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move bravebird\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\nturn 17\nswitch p2a: Palossand Palossand, L89, M 278/296 brn\nmove p1a: Altaria Brave Bird p2a: Palossand\n-damage p2a: Palossand 191/296 brn\n-damage p1a: Altaria 112/275 [from] Recoil\n-heal p2a: Palossand 209/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 227/296 brn [from] item: Leftovers\n-damage p2a: Palossand 209/296 brn [from] brn\nturn 18\nswitch p1a: Persian Persian-Alola, L86, M, tera:Fairy 30/252\nmove p2a: Palossand Shadow Ball p1a: Persian\n-damage p1a: Persian 0 fnt\nfaint p1a: Persian\n-heal p2a: Palossand 227/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 245/296 brn [from] item: Leftovers\n-damage p2a: Palossand 227/296 brn [from] brn\nswitch p1a: Milotic Milotic, L83, M 293/293\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 20% - 24%\nscald: 27% - 32%\n\n\nHere is the impact of the opponent's palossand moves and the hp range that the move will do:\nshadowball: 22% - 27%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move scald\n2. /choose switch altaria\n3. /choose switch mewtwo\n\n\nThe winner chose to do the following:\n/choose move icebeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\nturn 17\nswitch p2a: Palossand Palossand, L89, M 278/296 brn\nmove p1a: Altaria Brave Bird p2a: Palossand\n-damage p2a: Palossand 191/296 brn\n-damage p1a: Altaria 112/275 [from] Recoil\n-heal p2a: Palossand 209/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 227/296 brn [from] item: Leftovers\n-damage p2a: Palossand 209/296 brn [from] brn\nturn 18\nswitch p1a: Persian Persian-Alola, L86, M, tera:Fairy 30/252\nmove p2a: Palossand Shadow Ball p1a: Persian\n-damage p1a: Persian 0 fnt\nfaint p1a: Persian\n-heal p2a: Palossand 227/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 245/296 brn [from] item: Leftovers\n-damage p2a: Palossand 227/296 brn [from] brn\nswitch p1a: Milotic Milotic, L83, M 293/293\nturn 19\nmove p1a: Milotic Ice Beam p2a: Palossand\n-damage p2a: Palossand 99/296 brn\nmove p2a: Palossand Sludge Bomb p1a: Milotic\n-damage p1a: Milotic 241/293\n-status p1a: Milotic psn\n-heal p1a: Milotic 259/293 psn [from] Grassy Terrain\n-heal p1a: Milotic 277/293 psn [from] item: Leftovers\n-heal p2a: Palossand 117/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 135/296 brn [from] item: Leftovers\n-damage p1a: Milotic 241/293 psn [from] psn\n-damage p2a: Palossand 117/296 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 20\nmove p1a: Milotic Scald p2a: Palossand\n-damage p2a: Palossand 0 fnt\nfaint p2a: Palossand\n-heal p1a: Milotic 259/293 psn [from] item: Leftovers\n-damage p1a: Milotic 223/293 psn [from] psn\nswitch p2a: Rillaboom Rillaboom, L79, M, tera:Grass 77/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 72% - 86%\nscald: 24% - 28%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nknockoff: 34% - 40%\ngrassyglide: 86% - 102%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move scald\n2. /choose switch altaria\n3. /choose switch mewtwo\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in altaria.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\nturn 17\nswitch p2a: Palossand Palossand, L89, M 278/296 brn\nmove p1a: Altaria Brave Bird p2a: Palossand\n-damage p2a: Palossand 191/296 brn\n-damage p1a: Altaria 112/275 [from] Recoil\n-heal p2a: Palossand 209/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 227/296 brn [from] item: Leftovers\n-damage p2a: Palossand 209/296 brn [from] brn\nturn 18\nswitch p1a: Persian Persian-Alola, L86, M, tera:Fairy 30/252\nmove p2a: Palossand Shadow Ball p1a: Persian\n-damage p1a: Persian 0 fnt\nfaint p1a: Persian\n-heal p2a: Palossand 227/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 245/296 brn [from] item: Leftovers\n-damage p2a: Palossand 227/296 brn [from] brn\nswitch p1a: Milotic Milotic, L83, M 293/293\nturn 19\nmove p1a: Milotic Ice Beam p2a: Palossand\n-damage p2a: Palossand 99/296 brn\nmove p2a: Palossand Sludge Bomb p1a: Milotic\n-damage p1a: Milotic 241/293\n-status p1a: Milotic psn\n-heal p1a: Milotic 259/293 psn [from] Grassy Terrain\n-heal p1a: Milotic 277/293 psn [from] item: Leftovers\n-heal p2a: Palossand 117/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 135/296 brn [from] item: Leftovers\n-damage p1a: Milotic 241/293 psn [from] psn\n-damage p2a: Palossand 117/296 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 20\nmove p1a: Milotic Scald p2a: Palossand\n-damage p2a: Palossand 0 fnt\nfaint p2a: Palossand\n-heal p1a: Milotic 259/293 psn [from] item: Leftovers\n-damage p1a: Milotic 223/293 psn [from] psn\nswitch p2a: Rillaboom Rillaboom, L79, M, tera:Grass 77/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 21\nmove p2a: Rillaboom Grassy Glide p1a: Milotic\n-damage p1a: Milotic 0 fnt\nfaint p1a: Milotic\n-heal p2a: Rillaboom 95/288 [from] Grassy Terrain\nswitch p1a: Altaria Altaria, L88, M 112/275\nturn 22\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 77/275\nmove p1a: Altaria Brave Bird p2a: Rillaboom\n-damage p2a: Rillaboom 0 fnt\nfaint p2a: Rillaboom\n-damage p1a: Altaria 46/275 [from] Recoil\nswitch p2a: Oricorio Oricorio, L84, F 263/263\n\nHere is the impact of the player's altaria moves and the hp range that the move will do:\nwillowisp: 0 - 0\nbravebird: 18% - 21%\n\n\nHere is the impact of the opponent's oricorio moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is altaria. They had the following choices:\n0. /choose move willowisp\n1. /choose move bravebird\n2. /choose switch mewtwo\n\n\nThe winner chose to do the following:\n/choose move bravebird\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\nturn 17\nswitch p2a: Palossand Palossand, L89, M 278/296 brn\nmove p1a: Altaria Brave Bird p2a: Palossand\n-damage p2a: Palossand 191/296 brn\n-damage p1a: Altaria 112/275 [from] Recoil\n-heal p2a: Palossand 209/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 227/296 brn [from] item: Leftovers\n-damage p2a: Palossand 209/296 brn [from] brn\nturn 18\nswitch p1a: Persian Persian-Alola, L86, M, tera:Fairy 30/252\nmove p2a: Palossand Shadow Ball p1a: Persian\n-damage p1a: Persian 0 fnt\nfaint p1a: Persian\n-heal p2a: Palossand 227/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 245/296 brn [from] item: Leftovers\n-damage p2a: Palossand 227/296 brn [from] brn\nswitch p1a: Milotic Milotic, L83, M 293/293\nturn 19\nmove p1a: Milotic Ice Beam p2a: Palossand\n-damage p2a: Palossand 99/296 brn\nmove p2a: Palossand Sludge Bomb p1a: Milotic\n-damage p1a: Milotic 241/293\n-status p1a: Milotic psn\n-heal p1a: Milotic 259/293 psn [from] Grassy Terrain\n-heal p1a: Milotic 277/293 psn [from] item: Leftovers\n-heal p2a: Palossand 117/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 135/296 brn [from] item: Leftovers\n-damage p1a: Milotic 241/293 psn [from] psn\n-damage p2a: Palossand 117/296 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 20\nmove p1a: Milotic Scald p2a: Palossand\n-damage p2a: Palossand 0 fnt\nfaint p2a: Palossand\n-heal p1a: Milotic 259/293 psn [from] item: Leftovers\n-damage p1a: Milotic 223/293 psn [from] psn\nswitch p2a: Rillaboom Rillaboom, L79, M, tera:Grass 77/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 21\nmove p2a: Rillaboom Grassy Glide p1a: Milotic\n-damage p1a: Milotic 0 fnt\nfaint p1a: Milotic\n-heal p2a: Rillaboom 95/288 [from] Grassy Terrain\nswitch p1a: Altaria Altaria, L88, M 112/275\nturn 22\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 77/275\nmove p1a: Altaria Brave Bird p2a: Rillaboom\n-damage p2a: Rillaboom 0 fnt\nfaint p2a: Rillaboom\n-damage p1a: Altaria 46/275 [from] Recoil\nswitch p2a: Oricorio Oricorio, L84, F 263/263\nturn 23\nmove p2a: Oricorio Quiver Dance p2a: Oricorio\n-boost p2a: Oricorio spa 1\n-boost p2a: Oricorio spd 1\n-boost p2a: Oricorio spe 1\nmove p1a: Altaria Brave Bird p2a: Oricorio\n-damage p2a: Oricorio 127/263\n-damage p1a: Altaria 1/275 [from] Recoil\nturn 24\nmove p2a: Oricorio Revelation Dance p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\nswitch p1a: Mewtwo Mewtwo, L72 262/272\n-ability p1a: Mewtwo Unnerve\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\npsystrike: 53% - 63%\n\n\nHere is the impact of the opponent's oricorio moves and the hp range that the move will do:\nquiverdance: 0 - 0\nrevelationdance: 38% - 45%\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move psystrike\n\n\nThe winner chose to do the following:\n/choose move psystrike\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Altaria Altaria, L88, M 275/275\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nswitch p2a: Tentacruel Tentacruel, L84, F 272/272\nmove p1a: Altaria Will-O-Wisp p2a: Tentacruel [miss]\nturn 2\nswitch p1a: Iron Bundle Iron Bundle, L77 213/213\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 90/213\n-heal p1a: Iron Bundle 103/213 [from] Grassy Terrain\nturn 3\nmove p1a: Iron Bundle Freeze-Dry p2a: Tentacruel\n-damage p2a: Tentacruel 78/272\nmove p2a: Tentacruel Sludge Bomb p1a: Iron Bundle\n-damage p1a: Iron Bundle 0 fnt\nfaint p1a: Iron Bundle\n-end p1a: Iron Bundle Quark Drive [silent]\n-heal p2a: Tentacruel 95/272 [from] Grassy Terrain\n-heal p2a: Tentacruel 112/272 [from] item: Leftovers\nswitch p1a: Mewtwo Mewtwo, L72 272/272\n-ability p1a: Mewtwo Unnerve\nturn 4\nmove p1a: Mewtwo Psystrike p2a: Tentacruel\n-damage p2a: Tentacruel 0 fnt\nfaint p2a: Tentacruel\n-damage p1a: Mewtwo 245/272 [from] item: Life Orb\n-heal p1a: Mewtwo 262/272 [from] Grassy Terrain\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\nturn 5\nswitch p1a: Altaria Altaria, L88, M 275/275\nmove p2a: Rillaboom Knock Off p1a: Altaria\n-damage p1a: Altaria 177/275\n-enditem p1a: Altaria Heavy-Duty Boots [from] move: Knock Off [of] p2a: Rillaboom\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Palossand Palossand, L89, M 296/296\nmove p1a: Altaria Will-O-Wisp p2a: Palossand\n-status p2a: Palossand brn\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 7\nswitch p1a: Regigigas Regigigas, L84 322/322\n-start p1a: Regigigas ability: Slow Start\nmove p2a: Palossand Shadow Ball p1a: Regigigas\n-immune p1a: Regigigas\n-heal p2a: Palossand 296/296 brn [from] item: Leftovers\n-damage p2a: Palossand 278/296 brn [from] brn\nturn 8\nswitch p2a: Crawdaunt Crawdaunt, L84, M 243/243\nmove p1a: Regigigas Protect [still]\nturn 9\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 126/322\n-enditem p1a: Regigigas Leftovers [from] move: Knock Off [of] p2a: Crawdaunt\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 173/243\n-status p2a: Crawdaunt par\nturn 10\nmove p1a: Regigigas Knock Off p2a: Crawdaunt\n-damage p2a: Crawdaunt 147/243 par\n-enditem p2a: Crawdaunt Choice Band [from] move: Knock Off [of] p1a: Regigigas\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 26/322\nturn 11\nmove p1a: Regigigas Body Slam p2a: Crawdaunt\n-damage p2a: Crawdaunt 77/243 par\nmove p2a: Crawdaunt Knock Off p1a: Regigigas\n-damage p1a: Regigigas 0 fnt\nfaint p1a: Regigigas\n-end p1a: Regigigas Slow Start [silent]\nswitch p1a: Persian Persian-Alola, L86, M 252/252\nturn 12\nmove p1a: Persian Nasty Plot p1a: Persian\n-boost p1a: Persian spa 2\ncant p2a: Crawdaunt par\nturn 13\nmove p1a: Persian Thunderbolt p2a: Crawdaunt\n-damage p2a: Crawdaunt 0 fnt\nfaint p2a: Crawdaunt\n-damage p1a: Persian 227/252 [from] item: Life Orb\nswitch p2a: Passimian Passimian, L83, F 302/302\nturn 14\n-terastallize p1a: Persian Fairy\nmove p2a: Passimian Close Combat p1a: Persian\n-damage p1a: Persian 177/252\n-unboost p2a: Passimian def 1\n-unboost p2a: Passimian spd 1\nmove p1a: Persian Tera Blast p2a: Passimian [anim] Tera Blast Fairy\n-damage p2a: Passimian 0 fnt\nfaint p2a: Passimian\n-damage p1a: Persian 152/252 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 15\n-terastallize p2a: Rillaboom Grass\nmove p2a: Rillaboom Grassy Glide p1a: Persian\n-damage p1a: Persian 40/252\nmove p1a: Persian Tera Blast p2a: Rillaboom [anim] Tera Blast Fairy\n-damage p2a: Rillaboom 41/288\n-damage p1a: Persian 15/252 [from] item: Life Orb\n-heal p1a: Persian 30/252 [from] Grassy Terrain\n-heal p2a: Rillaboom 59/288 [from] Grassy Terrain\nturn 16\nswitch p1a: Altaria Altaria, L88, M 177/275\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 141/275\n-heal p2a: Rillaboom 77/288 [from] Grassy Terrain\nturn 17\nswitch p2a: Palossand Palossand, L89, M 278/296 brn\nmove p1a: Altaria Brave Bird p2a: Palossand\n-damage p2a: Palossand 191/296 brn\n-damage p1a: Altaria 112/275 [from] Recoil\n-heal p2a: Palossand 209/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 227/296 brn [from] item: Leftovers\n-damage p2a: Palossand 209/296 brn [from] brn\nturn 18\nswitch p1a: Persian Persian-Alola, L86, M, tera:Fairy 30/252\nmove p2a: Palossand Shadow Ball p1a: Persian\n-damage p1a: Persian 0 fnt\nfaint p1a: Persian\n-heal p2a: Palossand 227/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 245/296 brn [from] item: Leftovers\n-damage p2a: Palossand 227/296 brn [from] brn\nswitch p1a: Milotic Milotic, L83, M 293/293\nturn 19\nmove p1a: Milotic Ice Beam p2a: Palossand\n-damage p2a: Palossand 99/296 brn\nmove p2a: Palossand Sludge Bomb p1a: Milotic\n-damage p1a: Milotic 241/293\n-status p1a: Milotic psn\n-heal p1a: Milotic 259/293 psn [from] Grassy Terrain\n-heal p1a: Milotic 277/293 psn [from] item: Leftovers\n-heal p2a: Palossand 117/296 brn [from] Grassy Terrain\n-heal p2a: Palossand 135/296 brn [from] item: Leftovers\n-damage p1a: Milotic 241/293 psn [from] psn\n-damage p2a: Palossand 117/296 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 20\nmove p1a: Milotic Scald p2a: Palossand\n-damage p2a: Palossand 0 fnt\nfaint p2a: Palossand\n-heal p1a: Milotic 259/293 psn [from] item: Leftovers\n-damage p1a: Milotic 223/293 psn [from] psn\nswitch p2a: Rillaboom Rillaboom, L79, M, tera:Grass 77/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 21\nmove p2a: Rillaboom Grassy Glide p1a: Milotic\n-damage p1a: Milotic 0 fnt\nfaint p1a: Milotic\n-heal p2a: Rillaboom 95/288 [from] Grassy Terrain\nswitch p1a: Altaria Altaria, L88, M 112/275\nturn 22\nmove p2a: Rillaboom Grassy Glide p1a: Altaria\n-damage p1a: Altaria 77/275\nmove p1a: Altaria Brave Bird p2a: Rillaboom\n-damage p2a: Rillaboom 0 fnt\nfaint p2a: Rillaboom\n-damage p1a: Altaria 46/275 [from] Recoil\nswitch p2a: Oricorio Oricorio, L84, F 263/263\nturn 23\nmove p2a: Oricorio Quiver Dance p2a: Oricorio\n-boost p2a: Oricorio spa 1\n-boost p2a: Oricorio spd 1\n-boost p2a: Oricorio spe 1\nmove p1a: Altaria Brave Bird p2a: Oricorio\n-damage p2a: Oricorio 127/263\n-damage p1a: Altaria 1/275 [from] Recoil\nturn 24\nmove p2a: Oricorio Revelation Dance p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\nswitch p1a: Mewtwo Mewtwo, L72 262/272\n-ability p1a: Mewtwo Unnerve\nturn 25\nmove p2a: Oricorio Roost p2a: Oricorio\n-heal p2a: Oricorio 259/263\n-singleturn p2a: Oricorio move: Roost\nmove p1a: Mewtwo Psystrike p2a: Oricorio\n-damage p2a: Oricorio 86/263\n-damage p1a: Mewtwo 235/272 [from] item: Life Orb\n-heal p2a: Oricorio 102/263 [from] Grassy Terrain\n-heal p1a: Mewtwo 252/272 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 26\nmove p2a: Oricorio Roost p2a: Oricorio\n-heal p2a: Oricorio 234/263\n-singleturn p2a: Oricorio move: Roost\nmove p1a: Mewtwo Psystrike p2a: Oricorio\n-damage p2a: Oricorio 47/263\n-damage p1a: Mewtwo 225/272 [from] item: Life Orb\n\nHere is the impact of the player's mewtwo moves and the hp range that the move will do:\npsystrike: 145% - 172%\n\n\nHere is the impact of the opponent's oricorio moves and the hp range that the move will do:\nquiverdance: 0 - 0\nrevelationdance: 44% - 52%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is mewtwo. They had the following choices:\n0. /choose move psystrike\n\n\nThe winner chose to do the following:\n/choose move psystrike\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,350
gen9randombattle-2164242838
2,199
|badge|p1|bronze|gen9randombattle|100-2 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |badge|p2|bronze|gen9randombattle|100-2 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆sarodiya |j|‽bmence |t:|1721479719 |gametype|singles |player|p1|sarodiya|2|2209 |player|p2|bmence|265|2406 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1721479719 |start |switch|p1a: Enamorus|Enamorus-Therian, L83, F|259/259 |switch|p2a: Qwilfish|Qwilfish-Hisui, L83, M|244/244 |-ability|p2a: Qwilfish|Intimidate|boost |-unboost|p1a: Enamorus|atk|1 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by sarodiya) | |t:|1721479728 |move|p2a: Qwilfish|Spikes|p1a: Enamorus |-sidestart|p1: sarodiya|Spikes |move|p1a: Enamorus|Agility|p1a: Enamorus |-boost|p1a: Enamorus|spe|2 | |upkeep |turn|2 |inactive|bmence has 120 seconds left. | |t:|1721479772 |move|p1a: Enamorus|Earth Power|p2a: Qwilfish |-supereffective|p2a: Qwilfish |-crit|p2a: Qwilfish |-damage|p2a: Qwilfish|20/244 |move|p2a: Qwilfish|Toxic Spikes|p1a: Enamorus |-sidestart|p1: sarodiya|move: Toxic Spikes | |upkeep |turn|3 | |t:|1721479781 |switch|p2a: Porygon2|Porygon2, L82|274/274 |-ability|p2a: Porygon2|Download|boost |-boost|p2a: Porygon2|spa|1 |move|p1a: Enamorus|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|196/274 |-unboost|p2a: Porygon2|spa|1 | |upkeep |turn|4 | |t:|1721479786 |move|p1a: Enamorus|Moonblast|p2a: Porygon2 |-damage|p2a: Porygon2|115/274 |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|252/274 | |upkeep |turn|5 | |t:|1721479796 |switch|p1a: Mabosstiff|Mabosstiff, L86, F|278/278 |-damage|p1a: Mabosstiff|244/278|[from] Spikes |-status|p1a: Mabosstiff|psn |move|p2a: Porygon2|Tri Attack|p1a: Mabosstiff |-damage|p1a: Mabosstiff|145/278 psn | |-damage|p1a: Mabosstiff|111/278 psn|[from] psn |upkeep |turn|6 | |t:|1721479806 |switch|p1a: Oinkologne|Oinkologne, L92, M|352/352 |-damage|p1a: Oinkologne|308/352|[from] Spikes |-status|p1a: Oinkologne|psn |move|p2a: Porygon2|Recover|p2a: Porygon2 |-heal|p2a: Porygon2|274/274 | |-heal|p1a: Oinkologne|330/352 psn|[from] item: Leftovers |-damage|p1a: Oinkologne|286/352 psn|[from] psn |upkeep |turn|7 | |t:|1721479812 |switch|p1a: Miraidon|Miraidon, L65|238/238 |-damage|p1a: Miraidon|209/238|[from] Spikes |-status|p1a: Miraidon|psn |-fieldstart|move: Electric Terrain|[from] ability: Hadron Engine|[of] p1a: Miraidon |move|p2a: Porygon2|Tri Attack|p1a: Miraidon |-damage|p1a: Miraidon|121/238 psn | |-damage|p1a: Miraidon|92/238 psn|[from] psn |upkeep |turn|8 | |t:|1721479827 |switch|p1a: Ninetales|Ninetales-Alola, L79, F|245/245 |-damage|p1a: Ninetales|215/245|[from] Spikes |-status|p1a: Ninetales|psn |-weather|Snow|[from] ability: Snow Warning|[of] p1a: Ninetales |move|p2a: Porygon2|Recover||[still] |-fail|p2a: Porygon2|heal | |-weather|Snow|[upkeep] |-damage|p1a: Ninetales|185/245 psn|[from] psn |upkeep |turn|9 |-message|sarodiya forfeited. | |win|bmence |raw|sarodiya's rating: 2209 &rarr; <strong>2199</strong><br />(-10 for losing) |raw|bmence's rating: 2406 &rarr; <strong>2416</strong><br />(+10 for winning) |l|☆sarodiya |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Enamorus Enamorus-Therian, L83, F 259/259\nswitch p2a: Qwilfish Qwilfish-Hisui, L83, M 244/244\n-ability p2a: Qwilfish Intimidate boost\n-unboost p1a: Enamorus atk 1\n\nHere is the impact of the player's qwilfishhisui moves and the hp range that the move will do:\nspikes: 0 - 0\ntoxicspikes: 0 - 0\n\n\nHere is the impact of the opponent's enamorustherian moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is qwilfishhisui. They had the following choices:\n0. /choose move spikes\n1. /choose move toxicspikes\n2. /choose switch porygon2\n\n\nThe winner chose to do the following:\n/choose move spikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Enamorus Enamorus-Therian, L83, F 259/259\nswitch p2a: Qwilfish Qwilfish-Hisui, L83, M 244/244\n-ability p2a: Qwilfish Intimidate boost\n-unboost p1a: Enamorus atk 1\nturn 1\nmove p2a: Qwilfish Spikes p1a: Enamorus\n-sidestart p1: sarodiya Spikes\nmove p1a: Enamorus Agility p1a: Enamorus\n-boost p1a: Enamorus spe 2\nturn 2\nmove p1a: Enamorus Earth Power p2a: Qwilfish\n-damage p2a: Qwilfish 20/244\nmove p2a: Qwilfish Toxic Spikes p1a: Enamorus\n-sidestart p1: sarodiya move: Toxic Spikes\n\nHere is the impact of the player's qwilfishhisui moves and the hp range that the move will do:\nspikes: 0 - 0\ntoxicspikes: 0 - 0\n\n\nHere is the impact of the opponent's enamorustherian moves and the hp range that the move will do:\nagility: 0 - 0\nearthpower: 1130% - 1330%\n\n\nThe winner's active Pokemon is qwilfishhisui. They had the following choices:\n0. /choose move spikes\n1. /choose move toxicspikes\n2. /choose switch porygon2\n\n\nThe winner chose to do the following:\n/choose switch porygon2\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Enamorus Enamorus-Therian, L83, F 259/259\nswitch p2a: Qwilfish Qwilfish-Hisui, L83, M 244/244\n-ability p2a: Qwilfish Intimidate boost\n-unboost p1a: Enamorus atk 1\nturn 1\nmove p2a: Qwilfish Spikes p1a: Enamorus\n-sidestart p1: sarodiya Spikes\nmove p1a: Enamorus Agility p1a: Enamorus\n-boost p1a: Enamorus spe 2\nturn 2\nmove p1a: Enamorus Earth Power p2a: Qwilfish\n-damage p2a: Qwilfish 20/244\nmove p2a: Qwilfish Toxic Spikes p1a: Enamorus\n-sidestart p1: sarodiya move: Toxic Spikes\nturn 3\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Enamorus Moonblast p2a: Porygon2\n-damage p2a: Porygon2 196/274\n-unboost p2a: Porygon2 spa 1\nturn 4\nmove p1a: Enamorus Moonblast p2a: Porygon2\n-damage p2a: Porygon2 115/274\nmove p2a: Porygon2 Recover p2a: Porygon2\n-heal p2a: Porygon2 252/274\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\nrecover: 0 - 0\ntriattack: 11% - 13%\n\n\nHere is the impact of the opponent's enamorustherian moves and the hp range that the move will do:\nagility: 0 - 0\nearthpower: 29% - 34%\nmoonblast: 46% - 54%\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move recover\n1. /choose move triattack\n2. /choose switch qwilfishhisui\n\n\nThe winner chose to do the following:\n/choose move triattack\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Enamorus Enamorus-Therian, L83, F 259/259\nswitch p2a: Qwilfish Qwilfish-Hisui, L83, M 244/244\n-ability p2a: Qwilfish Intimidate boost\n-unboost p1a: Enamorus atk 1\nturn 1\nmove p2a: Qwilfish Spikes p1a: Enamorus\n-sidestart p1: sarodiya Spikes\nmove p1a: Enamorus Agility p1a: Enamorus\n-boost p1a: Enamorus spe 2\nturn 2\nmove p1a: Enamorus Earth Power p2a: Qwilfish\n-damage p2a: Qwilfish 20/244\nmove p2a: Qwilfish Toxic Spikes p1a: Enamorus\n-sidestart p1: sarodiya move: Toxic Spikes\nturn 3\nswitch p2a: Porygon2 Porygon2, L82 274/274\n-ability p2a: Porygon2 Download boost\n-boost p2a: Porygon2 spa 1\nmove p1a: Enamorus Moonblast p2a: Porygon2\n-damage p2a: Porygon2 196/274\n-unboost p2a: Porygon2 spa 1\nturn 4\nmove p1a: Enamorus Moonblast p2a: Porygon2\n-damage p2a: Porygon2 115/274\nmove p2a: Porygon2 Recover p2a: Porygon2\n-heal p2a: Porygon2 252/274\nturn 5\nswitch p1a: Mabosstiff Mabosstiff, L86, F 278/278\n-damage p1a: Mabosstiff 244/278 [from] Spikes\n-status p1a: Mabosstiff psn\nmove p2a: Porygon2 Tri Attack p1a: Mabosstiff\n-damage p1a: Mabosstiff 145/278 psn\n-damage p1a: Mabosstiff 111/278 psn [from] psn\nturn 6\nswitch p1a: Oinkologne Oinkologne, L92, M 352/352\n-damage p1a: Oinkologne 308/352 [from] Spikes\n-status p1a: Oinkologne psn\nmove p2a: Porygon2 Recover p2a: Porygon2\n-heal p2a: Porygon2 274/274\n-heal p1a: Oinkologne 330/352 psn [from] item: Leftovers\n-damage p1a: Oinkologne 286/352 psn [from] psn\n\nHere is the impact of the player's porygon2 moves and the hp range that the move will do:\nrecover: 0 - 0\ntriattack: 8% - 9%\n\n\nHere is the impact of the opponent's oinkologne moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is porygon2. They had the following choices:\n0. /choose move recover\n1. /choose move triattack\n2. /choose switch qwilfishhisui\n\n\nThe winner chose to do the following:\n/choose move triattack\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,351
gen9randombattle-2159890283
2,199
|j|☆ShadowQ8 |j|☆Pink walk |t:|1720820238 |gametype|singles |player|p1|ShadowQ8|teamrocket|2231 |player|p2|Pink walk|265|2218 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1720820238 |start |switch|p1a: Duraludon|Duraludon, L82, F|249/249 |switch|p2a: Bronzong|Bronzong, L88|261/261 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by ShadowQ8) |j| ryannlink | |t:|1720820263 |move|p1a: Duraludon|Iron Defense|p1a: Duraludon |-boost|p1a: Duraludon|def|2 |move|p2a: Bronzong|Iron Defense|p2a: Bronzong |-boost|p2a: Bronzong|def|2 | |upkeep |turn|2 | |t:|1720820272 |move|p1a: Duraludon|Iron Defense|p1a: Duraludon |-boost|p1a: Duraludon|def|2 |move|p2a: Bronzong|Iron Defense|p2a: Bronzong |-boost|p2a: Bronzong|def|2 | |upkeep |turn|3 | |t:|1720820277 |move|p1a: Duraludon|Body Press|p2a: Bronzong |-damage|p2a: Bronzong|212/261 |move|p2a: Bronzong|Iron Defense|p2a: Bronzong |-boost|p2a: Bronzong|def|2 | |-heal|p2a: Bronzong|228/261|[from] item: Leftovers |upkeep |turn|4 | |t:|1720820282 |move|p1a: Duraludon|Iron Defense|p1a: Duraludon |-boost|p1a: Duraludon|def|2 |move|p2a: Bronzong|Body Press|p1a: Duraludon |-supereffective|p1a: Duraludon |-damage|p1a: Duraludon|169/249 | |-heal|p2a: Bronzong|244/261|[from] item: Leftovers |upkeep |turn|5 | |t:|1720820287 |move|p1a: Duraludon|Body Press|p2a: Bronzong |-damage|p2a: Bronzong|194/261 |move|p2a: Bronzong|Body Press|p1a: Duraludon |-supereffective|p1a: Duraludon |-damage|p1a: Duraludon|95/249 | |-heal|p2a: Bronzong|210/261|[from] item: Leftovers |upkeep |turn|6 | |t:|1720820294 |move|p1a: Duraludon|Body Press|p2a: Bronzong |-crit|p2a: Bronzong |-damage|p2a: Bronzong|0 fnt |faint|p2a: Bronzong | |upkeep |j| HUUKPTUH |c|☆Pink walk|Man I hate random battles | |t:|1720820315 |switch|p2a: Rotom|Rotom, L87|229/229 |turn|7 |inactive|ShadowQ8 has 120 seconds left. | |t:|1720820374 |move|p2a: Rotom|Nasty Plot|p2a: Rotom |-boost|p2a: Rotom|spa|2 |move|p1a: Duraludon|Draco Meteor|p2a: Rotom |-damage|p2a: Rotom|55/229 |-unboost|p1a: Duraludon|spa|2 | |upkeep |turn|8 | |t:|1720820383 |move|p2a: Rotom|Shadow Ball|p1a: Duraludon |-damage|p1a: Duraludon|0 fnt |faint|p1a: Duraludon |-damage|p2a: Rotom|33/229|[from] item: Life Orb | |upkeep | |t:|1720820387 |switch|p1a: Pikachu|Pikachu-Kalos, L93, M|216/216 |turn|9 | |t:|1720820391 |switch|p2a: Krookodile|Krookodile, L80, M|283/283 |-ability|p2a: Krookodile|Intimidate|boost |-unboost|p1a: Pikachu|atk|1 |move|p1a: Pikachu|Surf|p2a: Krookodile |-supereffective|p2a: Krookodile |-crit|p2a: Krookodile |-damage|p2a: Krookodile|0 fnt |faint|p2a: Krookodile | |upkeep | |t:|1720820394 |switch|p2a: Regice|Regice, L88|284/284 |turn|10 |c|☆ShadowQ8|I love random battles |inactive|ShadowQ8 has 120 seconds left. | |t:|1720820404 |move|p1a: Pikachu|Volt Switch|p2a: Regice |-damage|p2a: Regice|230/284 |inactive|ShadowQ8 has 120 seconds left. | |t:|1720820411 |switch|p1a: Avalugg|Avalugg-Hisui, L90, M|317/317|[from] Volt Switch |move|p2a: Regice|Ice Beam|p1a: Avalugg |-resisted|p1a: Avalugg |-damage|p1a: Avalugg|219/317 | |upkeep |turn|11 |c|☆Pink walk|Better lucky than good | |t:|1720820423 |move|p2a: Regice|Thunderbolt|p1a: Avalugg |-damage|p1a: Avalugg|100/317 |move|p1a: Avalugg|Stone Edge|p2a: Regice|[miss] |-miss|p1a: Avalugg|p2a: Regice | |upkeep |turn|12 |c|☆ShadowQ8|Better lucky than tood |c|☆ShadowQ8|good | |t:|1720820438 |move|p2a: Regice|Thunderbolt|p1a: Avalugg |-damage|p1a: Avalugg|0 fnt |faint|p1a: Avalugg | |upkeep | |t:|1720820441 |switch|p1a: Smeargle|Smeargle, L94, F|256/256 |turn|13 | |t:|1720820443 |move|p1a: Smeargle|Spore|p2a: Regice |-status|p2a: Regice|slp|[from] move: Spore |cant|p2a: Regice|slp | |upkeep |turn|14 | |t:|1720820451 |move|p1a: Smeargle|Sticky Web|p2a: Regice |-sidestart|p2: Pink walk|move: Sticky Web |cant|p2a: Regice|slp |move|p2a: Regice|Sleep Talk|p2a: Regice |move|p2a: Regice|Rest||[from]move: Sleep Talk|[still] |-fail|p2a: Regice | |upkeep |turn|15 | |t:|1720820453 |move|p1a: Smeargle|Ceaseless Edge|p2a: Regice |-damage|p2a: Regice|209/284 slp |-sidestart|p2: Pink walk|Spikes |-curestatus|p2a: Regice|slp|[msg] |move|p2a: Regice|Sleep Talk||[still] |-fail|p2a: Regice | |upkeep |turn|16 | |t:|1720820457 |move|p1a: Smeargle|Spore|p2a: Regice |-status|p2a: Regice|slp|[from] move: Spore |cant|p2a: Regice|slp | |upkeep |turn|17 | |t:|1720820460 |move|p1a: Smeargle|Ceaseless Edge|p2a: Regice |-damage|p2a: Regice|190/284 slp |-sidestart|p2: Pink walk|Spikes |cant|p2a: Regice|slp |move|p2a: Regice|Sleep Talk|p2a: Regice |move|p2a: Regice|Ice Beam|p1a: Smeargle|[from]move: Sleep Talk |-damage|p1a: Smeargle|99/256 | |upkeep |turn|18 | |t:|1720820465 |move|p1a: Smeargle|Ceaseless Edge|p2a: Regice |-damage|p2a: Regice|169/284 slp |-sidestart|p2: Pink walk|Spikes |cant|p2a: Regice|slp |move|p2a: Regice|Sleep Talk|p2a: Regice |move|p2a: Regice|Rest||[from]move: Sleep Talk|[still] |-fail|p2a: Regice | |upkeep |turn|19 | |t:|1720820474 |move|p1a: Smeargle|Spore|p2a: Regice |-fail|p2a: Regice|slp |-curestatus|p2a: Regice|slp|[msg] |move|p2a: Regice|Rest|p2a: Regice |-status|p2a: Regice|slp|[from] move: Rest |-heal|p2a: Regice|284/284 slp|[silent] | |upkeep |turn|20 | |t:|1720820477 |cant|p2a: Regice|slp |move|p2a: Regice|Sleep Talk|p2a: Regice |move|p2a: Regice|Ice Beam|p1a: Smeargle|[from]move: Sleep Talk |-damage|p1a: Smeargle|0 fnt |faint|p1a: Smeargle | |upkeep | |t:|1720820488 |switch|p1a: Pikachu|Pikachu-Kalos, L93, M|216/216 |turn|21 | |t:|1720820492 |move|p1a: Pikachu|Fake Out|p2a: Regice |-damage|p2a: Regice|245/284 slp |cant|p2a: Regice|slp |cant|p2a: Regice|flinch | |upkeep |turn|22 | |t:|1720820498 |move|p1a: Pikachu|Volt Tackle|p2a: Regice |-damage|p2a: Regice|56/284 slp |-damage|p1a: Pikachu|154/216|[from] Recoil |-curestatus|p2a: Regice|slp|[msg] |move|p2a: Regice|Sleep Talk||[still] |-fail|p2a: Regice | |upkeep |turn|23 | |t:|1720820509 |move|p1a: Pikachu|Volt Tackle|p2a: Regice |-damage|p2a: Regice|0 fnt |faint|p2a: Regice |-damage|p1a: Pikachu|136/216|[from] Recoil | |upkeep | |t:|1720820515 |switch|p2a: Dachsbun|Dachsbun, L91, M|252/252 |-activate|p2a: Dachsbun|move: Sticky Web |-unboost|p2a: Dachsbun|spe|1 |-damage|p2a: Dachsbun|189/252|[from] Spikes |turn|24 | |t:|1720820523 |move|p2a: Dachsbun|Protect|p2a: Dachsbun |-singleturn|p2a: Dachsbun|Protect |move|p1a: Pikachu|Volt Switch|p2a: Dachsbun |-activate|p2a: Dachsbun|move: Protect | |-heal|p2a: Dachsbun|204/252|[from] item: Leftovers |upkeep |turn|25 | |t:|1720820528 |move|p1a: Pikachu|Volt Switch|p2a: Dachsbun |-damage|p2a: Dachsbun|99/252 |c| ryannlink|Gotta check those sleep turns | |t:|1720820533 |switch|p1a: Kyogre|Kyogre, L71|259/259|[from] Volt Switch |-weather|RainDance|[from] ability: Drizzle|[of] p1a: Kyogre |move|p2a: Dachsbun|Wish|p2a: Dachsbun | |-weather|RainDance|[upkeep] |-heal|p2a: Dachsbun|114/252|[from] item: Leftovers |upkeep |turn|26 |c|☆ShadowQ8|Doesnt check sleep turns then complain about luck |inactive|ShadowQ8 has 120 seconds left. | |t:|1720820573 |move|p2a: Dachsbun|Protect|p2a: Dachsbun |-singleturn|p2a: Dachsbun|Protect |move|p1a: Kyogre|Calm Mind|p1a: Kyogre |-boost|p1a: Kyogre|spa|1 |-boost|p1a: Kyogre|spd|1 | |-weather|RainDance|[upkeep] |-heal|p2a: Dachsbun|240/252|[from] move: Wish|[wisher] Dachsbun |-heal|p2a: Dachsbun|252/252|[from] item: Leftovers |upkeep |turn|27 |c|☆Pink walk|Gets a first turn wake up and this scrub says I don’t check sleep turns | |t:|1720820582 |move|p1a: Kyogre|Origin Pulse|p2a: Dachsbun |-damage|p2a: Dachsbun|0 fnt |faint|p2a: Dachsbun | |-weather|RainDance|[upkeep] |upkeep |c|☆Pink walk|gg homo |-message|Pink walk forfeited. | |win|ShadowQ8 |raw|ShadowQ8's rating: 2231 &rarr; <strong>2250</strong><br />(+19 for winning) |raw|Pink walk's rating: 2218 &rarr; <strong>2199</strong><br />(-19 for losing) |l|☆Pink walk |player|p2| |c|☆ShadowQ8|Bye bye |l| ryannlink |l|☆ShadowQ8 |player|p1| |j|☆ShadowQ8 |player|p1|ShadowQ8|teamrocket|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\n\nHere is the impact of the player's duraludon moves and the hp range that the move will do:\nirondefense: 0 - 0\nbodypress: 6% - 8%\ndracometeor: 8% - 10%\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is duraludon. They had the following choices:\n0. /choose move irondefense\n1. /choose move bodypress\n2. /choose move dracometeor\n3. /choose switch pikachukalos\n4. /choose switch avalugghisui\n5. /choose switch smeargle\n6. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move irondefense\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n\nHere is the impact of the player's duraludon moves and the hp range that the move will do:\nirondefense: 0 - 0\nbodypress: 6% - 8%\ndracometeor: 8% - 10%\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\nirondefense: 0 - 0\n\n\nThe winner's active Pokemon is duraludon. They had the following choices:\n0. /choose move irondefense\n1. /choose move bodypress\n2. /choose move dracometeor\n3. /choose switch pikachukalos\n4. /choose switch avalugghisui\n5. /choose switch smeargle\n6. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\n\nHere is the impact of the player's duraludon moves and the hp range that the move will do:\nirondefense: 0 - 0\nbodypress: 7% - 8%\ndracometeor: 9% - 10%\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\nirondefense: 0 - 0\nbodypress: 65% - 76%\n\n\nThe winner's active Pokemon is duraludon. They had the following choices:\n0. /choose move irondefense\n1. /choose move bodypress\n2. /choose move dracometeor\n3. /choose switch pikachukalos\n4. /choose switch avalugghisui\n5. /choose switch smeargle\n6. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\n\nHere is the impact of the player's duraludon moves and the hp range that the move will do:\nirondefense: 0 - 0\nbodypress: 0 - 0\ndracometeor: 32% - 38%\n\n\nHere is the impact of the opponent's rotom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is duraludon. They had the following choices:\n0. /choose move irondefense\n1. /choose move bodypress\n2. /choose move dracometeor\n3. /choose switch pikachukalos\n4. /choose switch avalugghisui\n5. /choose switch smeargle\n6. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move dracometeor\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\n\nHere is the impact of the player's pikachukalos moves and the hp range that the move will do:\nsurf: 66% - 79%\nvoltswitch: 38% - 46%\nfakeout: 0 - 0\nvolttackle: 72% - 85%\n\n\nHere is the impact of the opponent's rotom moves and the hp range that the move will do:\nnastyplot: 0 - 0\nshadowball: 138% - 164%\n\n\nThe winner's active Pokemon is pikachukalos. They had the following choices:\n0. /choose move surf\n1. /choose move voltswitch\n2. /choose move fakeout\n3. /choose move volttackle\n4. /choose switch avalugghisui\n5. /choose switch smeargle\n6. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move surf\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\n\nHere is the impact of the player's avalugghisui moves and the hp range that the move will do:\nstoneedge: 40% - 47%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 41% - 49%\n\n\nThe winner's active Pokemon is avalugghisui. They had the following choices:\n0. /choose move stoneedge\n1. /choose switch pikachukalos\n2. /choose switch smeargle\n3. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 58% - 69%\nthunderbolt: 39% - 46%\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch pikachukalos\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 58% - 69%\nthunderbolt: 39% - 46%\nsleeptalk: 0 - 0\nrest: 0 - 0\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch pikachukalos\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move ceaselessedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 2% - 3%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 58% - 69%\nthunderbolt: 39% - 46%\nsleeptalk: 0 - 0\nrest: 0 - 0\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch pikachukalos\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move ceaselessedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 17\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 190/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 99/256\nturn 18\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 169/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\n\nHere is the impact of the player's smeargle moves and the hp range that the move will do:\nspore: 0 - 0\nstickyweb: 0 - 0\nceaselessedge: 3% - 4%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 152% - 179%\nthunderbolt: 102% - 120%\nsleeptalk: 0 - 0\nrest: 0 - 0\n\n\nThe winner's active Pokemon is smeargle. They had the following choices:\n0. /choose move spore\n1. /choose move stickyweb\n2. /choose move ceaselessedge\n3. /choose switch pikachukalos\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move spore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 17\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 190/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 99/256\nturn 18\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 169/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 19\nmove p1a: Smeargle Spore p2a: Regice\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Rest p2a: Regice\n-status p2a: Regice slp [from] move: Rest\n-heal p2a: Regice 284/284 slp [silent]\nturn 20\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\nfaint p1a: Smeargle\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\n\nHere is the impact of the player's pikachukalos moves and the hp range that the move will do:\nsurf: 2% - 3%\nvoltswitch: 3% - 3%\nfakeout: 2% - 2%\nvolttackle: 10% - 12%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 65% - 76%\nthunderbolt: 21% - 25%\nsleeptalk: 0 - 0\nrest: 0 - 0\n\n\nThe winner's active Pokemon is pikachukalos. They had the following choices:\n0. /choose move surf\n1. /choose move voltswitch\n2. /choose move fakeout\n3. /choose move volttackle\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move fakeout\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 17\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 190/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 99/256\nturn 18\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 169/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 19\nmove p1a: Smeargle Spore p2a: Regice\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Rest p2a: Regice\n-status p2a: Regice slp [from] move: Rest\n-heal p2a: Regice 284/284 slp [silent]\nturn 20\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\nfaint p1a: Smeargle\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 21\nmove p1a: Pikachu Fake Out p2a: Regice\n-damage p2a: Regice 245/284 slp\ncant p2a: Regice slp\ncant p2a: Regice flinch\nturn 22\nmove p1a: Pikachu Volt Tackle p2a: Regice\n-damage p2a: Regice 56/284 slp\n-damage p1a: Pikachu 154/216 [from] Recoil\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\n\nHere is the impact of the player's pikachukalos moves and the hp range that the move will do:\nsurf: 14% - 16%\nvoltswitch: 16% - 18%\nfakeout: 12% - 14%\nvolttackle: 53% - 63%\n\n\nHere is the impact of the opponent's regice moves and the hp range that the move will do:\nicebeam: 91% - 107%\nthunderbolt: 30% - 35%\nsleeptalk: 0 - 0\nrest: 0 - 0\n\n\nThe winner's active Pokemon is pikachukalos. They had the following choices:\n0. /choose move surf\n1. /choose move voltswitch\n2. /choose move fakeout\n3. /choose move volttackle\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move volttackle\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 17\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 190/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 99/256\nturn 18\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 169/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 19\nmove p1a: Smeargle Spore p2a: Regice\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Rest p2a: Regice\n-status p2a: Regice slp [from] move: Rest\n-heal p2a: Regice 284/284 slp [silent]\nturn 20\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\nfaint p1a: Smeargle\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 21\nmove p1a: Pikachu Fake Out p2a: Regice\n-damage p2a: Regice 245/284 slp\ncant p2a: Regice slp\ncant p2a: Regice flinch\nturn 22\nmove p1a: Pikachu Volt Tackle p2a: Regice\n-damage p2a: Regice 56/284 slp\n-damage p1a: Pikachu 154/216 [from] Recoil\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 23\nmove p1a: Pikachu Volt Tackle p2a: Regice\n-damage p2a: Regice 0 fnt\nfaint p2a: Regice\n-damage p1a: Pikachu 136/216 [from] Recoil\nswitch p2a: Dachsbun Dachsbun, L91, M 252/252\n-activate p2a: Dachsbun move: Sticky Web\n-unboost p2a: Dachsbun spe 1\n-damage p2a: Dachsbun 189/252 [from] Spikes\nturn 24\nmove p2a: Dachsbun Protect p2a: Dachsbun\n-singleturn p2a: Dachsbun Protect\nmove p1a: Pikachu Volt Switch p2a: Dachsbun\n-activate p2a: Dachsbun move: Protect\n-heal p2a: Dachsbun 204/252 [from] item: Leftovers\n\nHere is the impact of the player's pikachukalos moves and the hp range that the move will do:\nsurf: 9% - 10%\nvoltswitch: 10% - 12%\nfakeout: 3% - 4%\nvolttackle: 14% - 17%\n\n\nHere is the impact of the opponent's dachsbun moves and the hp range that the move will do:\nprotect: 0 - 0\n\n\nThe winner's active Pokemon is pikachukalos. They had the following choices:\n0. /choose move surf\n1. /choose move voltswitch\n2. /choose move fakeout\n3. /choose move volttackle\n4. /choose switch kyogre\n\n\nThe winner chose to do the following:\n/choose move voltswitch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Duraludon Duraludon, L82, F 249/249\nswitch p2a: Bronzong Bronzong, L88 261/261\nturn 1\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 2\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\nturn 3\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 212/261\nmove p2a: Bronzong Iron Defense p2a: Bronzong\n-boost p2a: Bronzong def 2\n-heal p2a: Bronzong 228/261 [from] item: Leftovers\nturn 4\nmove p1a: Duraludon Iron Defense p1a: Duraludon\n-boost p1a: Duraludon def 2\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 169/249\n-heal p2a: Bronzong 244/261 [from] item: Leftovers\nturn 5\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 194/261\nmove p2a: Bronzong Body Press p1a: Duraludon\n-damage p1a: Duraludon 95/249\n-heal p2a: Bronzong 210/261 [from] item: Leftovers\nturn 6\nmove p1a: Duraludon Body Press p2a: Bronzong\n-damage p2a: Bronzong 0 fnt\nfaint p2a: Bronzong\nswitch p2a: Rotom Rotom, L87 229/229\nturn 7\nmove p2a: Rotom Nasty Plot p2a: Rotom\n-boost p2a: Rotom spa 2\nmove p1a: Duraludon Draco Meteor p2a: Rotom\n-damage p2a: Rotom 55/229\n-unboost p1a: Duraludon spa 2\nturn 8\nmove p2a: Rotom Shadow Ball p1a: Duraludon\n-damage p1a: Duraludon 0 fnt\nfaint p1a: Duraludon\n-damage p2a: Rotom 33/229 [from] item: Life Orb\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 9\nswitch p2a: Krookodile Krookodile, L80, M 283/283\n-ability p2a: Krookodile Intimidate boost\n-unboost p1a: Pikachu atk 1\nmove p1a: Pikachu Surf p2a: Krookodile\n-damage p2a: Krookodile 0 fnt\nfaint p2a: Krookodile\nswitch p2a: Regice Regice, L88 284/284\nturn 10\nmove p1a: Pikachu Volt Switch p2a: Regice\n-damage p2a: Regice 230/284\nswitch p1a: Avalugg Avalugg-Hisui, L90, M 317/317 [from] Volt Switch\nmove p2a: Regice Ice Beam p1a: Avalugg\n-damage p1a: Avalugg 219/317\nturn 11\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 100/317\nmove p1a: Avalugg Stone Edge p2a: Regice [miss]\nturn 12\nmove p2a: Regice Thunderbolt p1a: Avalugg\n-damage p1a: Avalugg 0 fnt\nfaint p1a: Avalugg\nswitch p1a: Smeargle Smeargle, L94, F 256/256\nturn 13\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 14\nmove p1a: Smeargle Sticky Web p2a: Regice\n-sidestart p2: Pink walk move: Sticky Web\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 15\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 209/284 slp\n-sidestart p2: Pink walk Spikes\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 16\nmove p1a: Smeargle Spore p2a: Regice\n-status p2a: Regice slp [from] move: Spore\ncant p2a: Regice slp\nturn 17\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 190/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 99/256\nturn 18\nmove p1a: Smeargle Ceaseless Edge p2a: Regice\n-damage p2a: Regice 169/284 slp\n-sidestart p2: Pink walk Spikes\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Rest [from]move: Sleep Talk [still]\nturn 19\nmove p1a: Smeargle Spore p2a: Regice\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Rest p2a: Regice\n-status p2a: Regice slp [from] move: Rest\n-heal p2a: Regice 284/284 slp [silent]\nturn 20\ncant p2a: Regice slp\nmove p2a: Regice Sleep Talk p2a: Regice\nmove p2a: Regice Ice Beam p1a: Smeargle\n-damage p1a: Smeargle 0 fnt\nfaint p1a: Smeargle\nswitch p1a: Pikachu Pikachu-Kalos, L93, M 216/216\nturn 21\nmove p1a: Pikachu Fake Out p2a: Regice\n-damage p2a: Regice 245/284 slp\ncant p2a: Regice slp\ncant p2a: Regice flinch\nturn 22\nmove p1a: Pikachu Volt Tackle p2a: Regice\n-damage p2a: Regice 56/284 slp\n-damage p1a: Pikachu 154/216 [from] Recoil\n-curestatus p2a: Regice slp [msg]\nmove p2a: Regice Sleep Talk [still]\nturn 23\nmove p1a: Pikachu Volt Tackle p2a: Regice\n-damage p2a: Regice 0 fnt\nfaint p2a: Regice\n-damage p1a: Pikachu 136/216 [from] Recoil\nswitch p2a: Dachsbun Dachsbun, L91, M 252/252\n-activate p2a: Dachsbun move: Sticky Web\n-unboost p2a: Dachsbun spe 1\n-damage p2a: Dachsbun 189/252 [from] Spikes\nturn 24\nmove p2a: Dachsbun Protect p2a: Dachsbun\n-singleturn p2a: Dachsbun Protect\nmove p1a: Pikachu Volt Switch p2a: Dachsbun\n-activate p2a: Dachsbun move: Protect\n-heal p2a: Dachsbun 204/252 [from] item: Leftovers\nturn 25\nmove p1a: Pikachu Volt Switch p2a: Dachsbun\n-damage p2a: Dachsbun 99/252\nswitch p1a: Kyogre Kyogre, L71 259/259 [from] Volt Switch\n-weather RainDance [from] ability: Drizzle [of] p1a: Kyogre\nmove p2a: Dachsbun Wish p2a: Dachsbun\n-weather RainDance [upkeep]\n-heal p2a: Dachsbun 114/252 [from] item: Leftovers\nturn 26\nmove p2a: Dachsbun Protect p2a: Dachsbun\n-singleturn p2a: Dachsbun Protect\nmove p1a: Kyogre Calm Mind p1a: Kyogre\n-boost p1a: Kyogre spa 1\n-boost p1a: Kyogre spd 1\n-weather RainDance [upkeep]\n-heal p2a: Dachsbun 240/252 [from] move: Wish [wisher] Dachsbun\n-heal p2a: Dachsbun 252/252 [from] item: Leftovers\n\nHere is the impact of the player's kyogre moves and the hp range that the move will do:\ncalmmind: 0 - 0\noriginpulse: 29% - 34%\n\n\nHere is the impact of the opponent's dachsbun moves and the hp range that the move will do:\nprotect: 0 - 0\nwish: 0 - 0\n\n\nThe winner's active Pokemon is kyogre. They had the following choices:\n0. /choose move calmmind\n1. /choose move originpulse\n2. /choose switch pikachukalos\n\n\nThe winner chose to do the following:\n/choose move originpulse\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,352
gen9randombattle-2156340536
2,199
|j|☆Emily in Paris |j|☆nqhuii |t:|1720300079 |gametype|singles |player|p1|Emily in Paris|sightseerf|2216 |player|p2|nqhuii|clerkf|2266 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1720300079 |start |switch|p1a: Hitmonlee|Hitmonlee, L84, M|221/221 |switch|p2a: Cinccino|Cinccino, L83, F|260/260 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by nqhuii) | |t:|1720300103 |switch|p2a: Ariados|Ariados, L95, M|287/287 |switch|p1a: Probopass|Probopass, L92, F|260/260 |-item|p1a: Probopass|Air Balloon | |upkeep |turn|2 | |t:|1720300115 |move|p2a: Ariados|Sticky Web|p1a: Probopass |-sidestart|p1: Emily in Paris|move: Sticky Web |move|p1a: Probopass|Power Gem|p2a: Ariados |-supereffective|p2a: Ariados |-damage|p2a: Ariados|105/287 | |upkeep |turn|3 | |t:|1720300121 |move|p2a: Ariados|Toxic Spikes|p1a: Probopass |-sidestart|p1: Emily in Paris|move: Toxic Spikes |move|p1a: Probopass|Stealth Rock|p2a: Ariados |-sidestart|p2: nqhuii|move: Stealth Rock | |upkeep |turn|4 | |t:|1720300129 |switch|p2a: Tauros|Tauros-Paldea-Aqua, L81, M|254/254 |-damage|p2a: Tauros|239/254|[from] Stealth Rock |-ability|p2a: Tauros|Intimidate|boost |-unboost|p1a: Probopass|atk|1 |move|p1a: Probopass|Power Gem|p2a: Tauros |-resisted|p2a: Tauros |-damage|p2a: Tauros|188/254 | |upkeep |turn|5 | |t:|1720300141 |switch|p1a: Dragapult|Dragapult, L77, M|262/262 |-activate|p1a: Dragapult|move: Sticky Web |-unboost|p1a: Dragapult|spe|1 |-status|p1a: Dragapult|psn |move|p2a: Tauros|Close Combat|p1a: Dragapult |-immune|p1a: Dragapult | |-damage|p1a: Dragapult|230/262 psn|[from] psn |upkeep |turn|6 | |t:|1720300153 |switch|p2a: Corviknight|Corviknight, L80, F|288/288 |-damage|p2a: Corviknight|252/288|[from] Stealth Rock |move|p1a: Dragapult|Dragon Dance|p1a: Dragapult |-boost|p1a: Dragapult|atk|1 |-boost|p1a: Dragapult|spe|1 | |-damage|p1a: Dragapult|198/262 psn|[from] psn |upkeep |turn|7 | |t:|1720300168 |move|p1a: Dragapult|Fire Blast|p2a: Corviknight |-supereffective|p2a: Corviknight |-damage|p2a: Corviknight|62/288 |-damage|p1a: Dragapult|172/262 psn|[from] item: Life Orb |move|p2a: Corviknight|Brave Bird|p1a: Dragapult |-damage|p1a: Dragapult|43/262 psn |-damage|p2a: Corviknight|19/288|[from] Recoil | |-damage|p1a: Dragapult|11/262 psn|[from] psn |upkeep |turn|8 | |t:|1720300182 |move|p1a: Dragapult|Dragon Darts|p2a: Corviknight |-resisted|p2a: Corviknight |-damage|p2a: Corviknight|0 fnt |faint|p2a: Corviknight |-damage|p1a: Dragapult|0 fnt|[from] item: Life Orb |faint|p1a: Dragapult | |upkeep | |t:|1720300199 |switch|p1a: Gardevoir|Gardevoir, L83, F|249/249 |switch|p2a: Tauros|Tauros-Paldea-Aqua, L81, M|188/254 |-activate|p1a: Gardevoir|move: Sticky Web |-unboost|p1a: Gardevoir|spe|1 |-status|p1a: Gardevoir|psn |-ability|p1a: Gardevoir|Intimidate|boost |-unboost|p2a: Tauros|atk|1 |-ability|p1a: Gardevoir|Intimidate|[from] ability: Trace|[of] p2a: Tauros |-damage|p2a: Tauros|173/254|[from] Stealth Rock |-ability|p2a: Tauros|Intimidate|boost |-unboost|p1a: Gardevoir|atk|1 |turn|9 | |t:|1720300208 |switch|p2a: Ariados|Ariados, L95, M|105/287 |move|p1a: Gardevoir|Moonblast|p2a: Ariados |-resisted|p2a: Ariados |-damage|p2a: Ariados|42/287 | |-damage|p1a: Gardevoir|218/249 psn|[from] psn |upkeep |turn|10 | |t:|1720300217 |move|p1a: Gardevoir|Moonblast|p2a: Ariados |-resisted|p2a: Ariados |-damage|p2a: Ariados|0 fnt |faint|p2a: Ariados | |-damage|p1a: Gardevoir|187/249 psn|[from] psn |upkeep | |t:|1720300224 |switch|p2a: Tauros|Tauros-Paldea-Aqua, L81, M|173/254 |-damage|p2a: Tauros|158/254|[from] Stealth Rock |-ability|p2a: Tauros|Intimidate|boost |-unboost|p1a: Gardevoir|atk|1 |turn|11 | |t:|1720300238 |switch|p1a: Hitmonlee|Hitmonlee, L84, M|221/221 |-activate|p1a: Hitmonlee|move: Sticky Web |-unboost|p1a: Hitmonlee|spe|1 |-status|p1a: Hitmonlee|psn |move|p2a: Tauros|Wave Crash|p1a: Hitmonlee |-damage|p1a: Hitmonlee|0 fnt |faint|p1a: Hitmonlee |-damage|p2a: Tauros|85/254|[from] Recoil | |upkeep |inactive|Emily in Paris has 120 seconds left. | |t:|1720300263 |switch|p1a: Houndoom|Houndoom, L86, M|269/269 |turn|12 | |t:|1720300276 |switch|p2a: Cinccino|Cinccino, L83, F|260/260 |-damage|p2a: Cinccino|228/260|[from] Stealth Rock |move|p1a: Houndoom|Sludge Bomb|p2a: Cinccino |-damage|p2a: Cinccino|122/260 |-status|p2a: Cinccino|psn | |-damage|p2a: Cinccino|90/260 psn|[from] psn |upkeep |turn|13 | |t:|1720300285 |switch|p1a: Probopass|Probopass, L92, F|260/260 |-item|p1a: Probopass|Air Balloon |move|p2a: Cinccino|Tail Slap|p1a: Probopass |-resisted|p1a: Probopass |-damage|p1a: Probopass|254/260 |-enditem|p1a: Probopass|Air Balloon |-resisted|p1a: Probopass |-damage|p1a: Probopass|248/260 |-resisted|p1a: Probopass |-damage|p1a: Probopass|243/260 |-resisted|p1a: Probopass |-damage|p1a: Probopass|238/260 |-resisted|p1a: Probopass |-damage|p1a: Probopass|232/260 |-hitcount|p1a: Probopass|5 | |-damage|p2a: Cinccino|58/260 psn|[from] psn |upkeep |turn|14 | |t:|1720300293 |move|p2a: Cinccino|Bullet Seed|p1a: Probopass |-damage|p1a: Probopass|216/260 |-damage|p1a: Probopass|199/260 |-damage|p1a: Probopass|182/260 |-damage|p1a: Probopass|167/260 |-damage|p1a: Probopass|150/260 |-hitcount|p1a: Probopass|5 |move|p1a: Probopass|Body Press|p2a: Cinccino |-supereffective|p2a: Cinccino |-damage|p2a: Cinccino|0 fnt |faint|p2a: Cinccino | |upkeep | |t:|1720300309 |switch|p2a: Tauros|Tauros-Paldea-Aqua, L81, M|85/254 |-damage|p2a: Tauros|70/254|[from] Stealth Rock |-ability|p2a: Tauros|Intimidate|boost |-unboost|p1a: Probopass|atk|1 |turn|15 | |t:|1720300314 |move|p2a: Tauros|Wave Crash|p1a: Probopass |-supereffective|p1a: Probopass |-damage|p1a: Probopass|0 fnt |faint|p1a: Probopass |-damage|p2a: Tauros|20/254|[from] Recoil | |upkeep | |t:|1720300317 |switch|p1a: Houndoom|Houndoom, L86, M|269/269 |turn|16 | |t:|1720300321 |move|p1a: Houndoom|Dark Pulse|p2a: Tauros |-resisted|p2a: Tauros |-damage|p2a: Tauros|0 fnt |faint|p2a: Tauros | |upkeep | |t:|1720300335 |switch|p2a: Weavile|Weavile, L79, F|239/239 |-damage|p2a: Weavile|180/239|[from] Stealth Rock |turn|17 | |t:|1720300342 |-terastallize|p2a: Weavile|Fighting |move|p2a: Weavile|Low Kick|p1a: Houndoom |-supereffective|p1a: Houndoom |-damage|p1a: Houndoom|0 fnt |faint|p1a: Houndoom | |upkeep | |t:|1720300350 |switch|p1a: Gardevoir|Gardevoir, L83, F|187/249 psn |-activate|p1a: Gardevoir|move: Sticky Web |-unboost|p1a: Gardevoir|spe|1 |-ability|p1a: Gardevoir|Pickpocket|[from] ability: Trace|[of] p2a: Weavile |turn|18 | |t:|1720300356 |switch|p2a: Necrozma|Necrozma, L81|290/290 |-damage|p2a: Necrozma|254/290|[from] Stealth Rock |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|121/290 | |-heal|p2a: Necrozma|139/290|[from] item: Leftovers |-damage|p1a: Gardevoir|156/249 psn|[from] psn |upkeep |turn|19 | |t:|1720300363 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|12/290 |-unboost|p2a: Necrozma|spa|1 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|157/290 | |-heal|p2a: Necrozma|175/290|[from] item: Leftovers |-damage|p1a: Gardevoir|125/249 psn|[from] psn |upkeep |turn|20 | |t:|1720300371 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|40/290 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|185/290 | |-heal|p2a: Necrozma|203/290|[from] item: Leftovers |-damage|p1a: Gardevoir|94/249 psn|[from] psn |upkeep |turn|21 | |t:|1720300378 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|71/290 |-unboost|p2a: Necrozma|spa|1 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|216/290 | |-heal|p2a: Necrozma|234/290|[from] item: Leftovers |-damage|p1a: Gardevoir|63/249 psn|[from] psn |upkeep |turn|22 | |t:|1720300382 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|107/290 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|252/290 | |-heal|p2a: Necrozma|270/290|[from] item: Leftovers |-damage|p1a: Gardevoir|32/249 psn|[from] psn |upkeep |turn|23 | |t:|1720300385 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|147/290 |-unboost|p2a: Necrozma|spa|1 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|290/290 | |-damage|p1a: Gardevoir|1/249 psn|[from] psn |upkeep |turn|24 | |t:|1720300389 |move|p1a: Gardevoir|Moonblast|p2a: Necrozma |-damage|p2a: Necrozma|166/290 |move|p2a: Necrozma|Moonlight|p2a: Necrozma |-heal|p2a: Necrozma|290/290 | |-damage|p1a: Gardevoir|0 fnt|[from] psn |faint|p1a: Gardevoir |upkeep | |t:|1720300392 |switch|p1a: Heracross|Heracross, L80, M|259/259 |-activate|p1a: Heracross|move: Sticky Web |-unboost|p1a: Heracross|spe|1 |-status|p1a: Heracross|psn |turn|25 | |t:|1720300411 |-terastallize|p1a: Heracross|Normal |move|p2a: Necrozma|Photon Geyser|p1a: Heracross |-damage|p1a: Heracross|165/259 psn |move|p1a: Heracross|Trailblaze|p2a: Necrozma |-damage|p2a: Necrozma|237/290 |-boost|p1a: Heracross|spe|1 | |-heal|p2a: Necrozma|255/290|[from] item: Leftovers |-damage|p1a: Heracross|133/259 psn|[from] psn |upkeep |turn|26 | |t:|1720300433 |move|p1a: Heracross|Trailblaze|p2a: Necrozma |-damage|p2a: Necrozma|202/290 |-boost|p1a: Heracross|spe|1 |move|p2a: Necrozma|Photon Geyser|p1a: Heracross |-damage|p1a: Heracross|27/259 psn | |-heal|p2a: Necrozma|220/290|[from] item: Leftovers |-damage|p1a: Heracross|0 fnt|[from] psn |faint|p1a: Heracross | |win|nqhuii |upkeep |raw|Emily in Paris's rating: 2216 &rarr; <strong>2199</strong><br />(-17 for losing) |raw|nqhuii's rating: 2266 &rarr; <strong>2283</strong><br />(+17 for winning) |c|☆nqhuii|gg
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n\nHere is the impact of the player's cinccino moves and the hp range that the move will do:\ntailslap: 23% - 28%\nbulletseed: 15% - 19%\n\n\nHere is the impact of the opponent's hitmonlee moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cinccino. They had the following choices:\n0. /choose move tailslap\n1. /choose move bulletseed\n2. /choose switch ariados\n3. /choose switch taurospaldeaaqua\n4. /choose switch corviknight\n5. /choose switch weavile\n6. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose switch ariados\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\n\nHere is the impact of the player's ariados moves and the hp range that the move will do:\nstickyweb: 0 - 0\ntoxicspikes: 0 - 0\n\n\nHere is the impact of the opponent's probopass moves and the hp range that the move will do:\npowergem: 154% - 182%\n\n\nThe winner's active Pokemon is ariados. They had the following choices:\n0. /choose move stickyweb\n1. /choose move toxicspikes\n2. /choose switch cinccino\n3. /choose switch taurospaldeaaqua\n4. /choose switch corviknight\n5. /choose switch weavile\n6. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move toxicspikes\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\n\nHere is the impact of the player's taurospaldeaaqua moves and the hp range that the move will do:\nclosecombat: 46% - 55%\nwavecrash: 23% - 27%\n\n\nHere is the impact of the opponent's probopass moves and the hp range that the move will do:\npowergem: 24% - 29%\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is taurospaldeaaqua. They had the following choices:\n0. /choose move closecombat\n1. /choose move wavecrash\n2. /choose switch cinccino\n3. /choose switch ariados\n4. /choose switch corviknight\n5. /choose switch weavile\n6. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\n\nHere is the impact of the player's corviknight moves and the hp range that the move will do:\nbravebird: 25% - 29%\n\n\nHere is the impact of the opponent's dragapult moves and the hp range that the move will do:\ndragondance: 0 - 0\n\n\nThe winner's active Pokemon is corviknight. They had the following choices:\n0. /choose move bravebird\n1. /choose switch cinccino\n2. /choose switch ariados\n3. /choose switch taurospaldeaaqua\n4. /choose switch weavile\n5. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move bravebird\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\n\nHere is the impact of the player's taurospaldeaaqua moves and the hp range that the move will do:\nclosecombat: 4% - 5%\nwavecrash: 18% - 21%\n\n\nHere is the impact of the opponent's gardevoir moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is taurospaldeaaqua. They had the following choices:\n0. /choose move closecombat\n1. /choose move wavecrash\n2. /choose switch cinccino\n3. /choose switch ariados\n4. /choose switch weavile\n5. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose switch ariados\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\n\nHere is the impact of the player's taurospaldeaaqua moves and the hp range that the move will do:\nclosecombat: 9% - 10%\nwavecrash: 36% - 43%\n\n\nHere is the impact of the opponent's gardevoir moves and the hp range that the move will do:\nmoonblast: 179% - 212%\n\n\nThe winner's active Pokemon is taurospaldeaaqua. They had the following choices:\n0. /choose move closecombat\n1. /choose move wavecrash\n2. /choose switch cinccino\n3. /choose switch weavile\n4. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move wavecrash\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\n\nHere is the impact of the player's cinccino moves and the hp range that the move will do:\ntailslap: 16% - 19%\nbulletseed: 5% - 6%\n\n\nHere is the impact of the opponent's houndoom moves and the hp range that the move will do:\nsludgebomb: 104% - 123%\n\n\nThe winner's active Pokemon is cinccino. They had the following choices:\n0. /choose move tailslap\n1. /choose move bulletseed\n2. /choose switch taurospaldeaaqua\n3. /choose switch weavile\n4. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move tailslap\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\n\nHere is the impact of the player's taurospaldeaaqua moves and the hp range that the move will do:\nclosecombat: 81% - 96%\nwavecrash: 40% - 48%\n\n\nHere is the impact of the opponent's probopass moves and the hp range that the move will do:\npowergem: 65% - 78%\nstealthrock: 0 - 0\nbodypress: 112% - 132%\n\n\nThe winner's active Pokemon is taurospaldeaaqua. They had the following choices:\n0. /choose move closecombat\n1. /choose move wavecrash\n2. /choose switch weavile\n3. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move wavecrash\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nturn 15\nmove p2a: Tauros Wave Crash p1a: Probopass\n-damage p1a: Probopass 0 fnt\nfaint p1a: Probopass\n-damage p2a: Tauros 20/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 16\nmove p1a: Houndoom Dark Pulse p2a: Tauros\n-damage p2a: Tauros 0 fnt\nfaint p2a: Tauros\nswitch p2a: Weavile Weavile, L79, F 239/239\n-damage p2a: Weavile 180/239 [from] Stealth Rock\n\nHere is the impact of the player's weavile moves and the hp range that the move will do:\nlowkick: 18% - 22%\n\n\nHere is the impact of the opponent's houndoom moves and the hp range that the move will do:\nsludgebomb: 41% - 49%\ndarkpulse: 27% - 32%\n\n\nThe winner's active Pokemon is weavile. They had the following choices:\n0. /choose move lowkick\n1. /choose move lowkick terastallize\n2. /choose switch necrozma\n\n\nThe winner chose to do the following:\n/choose move lowkick\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nturn 15\nmove p2a: Tauros Wave Crash p1a: Probopass\n-damage p1a: Probopass 0 fnt\nfaint p1a: Probopass\n-damage p2a: Tauros 20/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 16\nmove p1a: Houndoom Dark Pulse p2a: Tauros\n-damage p2a: Tauros 0 fnt\nfaint p2a: Tauros\nswitch p2a: Weavile Weavile, L79, F 239/239\n-damage p2a: Weavile 180/239 [from] Stealth Rock\nturn 17\n-terastallize p2a: Weavile Fighting\nmove p2a: Weavile Low Kick p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Gardevoir Gardevoir, L83, F 187/249 psn\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-ability p1a: Gardevoir Pickpocket [from] ability: Trace [of] p2a: Weavile\nturn 18\nswitch p2a: Necrozma Necrozma, L81 290/290\n-damage p2a: Necrozma 254/290 [from] Stealth Rock\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 121/290\n-heal p2a: Necrozma 139/290 [from] item: Leftovers\n-damage p1a: Gardevoir 156/249 psn [from] psn\n\nHere is the impact of the player's necrozma moves and the hp range that the move will do:\nmoonlight: 0 - 0\nphotongeyser: 12% - 15%\n\n\nHere is the impact of the opponent's gardevoir moves and the hp range that the move will do:\nmoonblast: 84% - 99%\n\n\nThe winner's active Pokemon is necrozma. They had the following choices:\n0. /choose move moonlight\n1. /choose move photongeyser\n2. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move moonlight\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nturn 15\nmove p2a: Tauros Wave Crash p1a: Probopass\n-damage p1a: Probopass 0 fnt\nfaint p1a: Probopass\n-damage p2a: Tauros 20/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 16\nmove p1a: Houndoom Dark Pulse p2a: Tauros\n-damage p2a: Tauros 0 fnt\nfaint p2a: Tauros\nswitch p2a: Weavile Weavile, L79, F 239/239\n-damage p2a: Weavile 180/239 [from] Stealth Rock\nturn 17\n-terastallize p2a: Weavile Fighting\nmove p2a: Weavile Low Kick p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Gardevoir Gardevoir, L83, F 187/249 psn\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-ability p1a: Gardevoir Pickpocket [from] ability: Trace [of] p2a: Weavile\nturn 18\nswitch p2a: Necrozma Necrozma, L81 290/290\n-damage p2a: Necrozma 254/290 [from] Stealth Rock\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 121/290\n-heal p2a: Necrozma 139/290 [from] item: Leftovers\n-damage p1a: Gardevoir 156/249 psn [from] psn\nturn 19\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 12/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 157/290\n-heal p2a: Necrozma 175/290 [from] item: Leftovers\n-damage p1a: Gardevoir 125/249 psn [from] psn\nturn 20\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 40/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 185/290\n-heal p2a: Necrozma 203/290 [from] item: Leftovers\n-damage p1a: Gardevoir 94/249 psn [from] psn\n\nHere is the impact of the player's necrozma moves and the hp range that the move will do:\nmoonlight: 0 - 0\nphotongeyser: 29% - 35%\n\n\nHere is the impact of the opponent's gardevoir moves and the hp range that the move will do:\nmoonblast: 57% - 67%\n\n\nThe winner's active Pokemon is necrozma. They had the following choices:\n0. /choose move moonlight\n1. /choose move photongeyser\n2. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move moonlight\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nturn 15\nmove p2a: Tauros Wave Crash p1a: Probopass\n-damage p1a: Probopass 0 fnt\nfaint p1a: Probopass\n-damage p2a: Tauros 20/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 16\nmove p1a: Houndoom Dark Pulse p2a: Tauros\n-damage p2a: Tauros 0 fnt\nfaint p2a: Tauros\nswitch p2a: Weavile Weavile, L79, F 239/239\n-damage p2a: Weavile 180/239 [from] Stealth Rock\nturn 17\n-terastallize p2a: Weavile Fighting\nmove p2a: Weavile Low Kick p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Gardevoir Gardevoir, L83, F 187/249 psn\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-ability p1a: Gardevoir Pickpocket [from] ability: Trace [of] p2a: Weavile\nturn 18\nswitch p2a: Necrozma Necrozma, L81 290/290\n-damage p2a: Necrozma 254/290 [from] Stealth Rock\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 121/290\n-heal p2a: Necrozma 139/290 [from] item: Leftovers\n-damage p1a: Gardevoir 156/249 psn [from] psn\nturn 19\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 12/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 157/290\n-heal p2a: Necrozma 175/290 [from] item: Leftovers\n-damage p1a: Gardevoir 125/249 psn [from] psn\nturn 20\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 40/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 185/290\n-heal p2a: Necrozma 203/290 [from] item: Leftovers\n-damage p1a: Gardevoir 94/249 psn [from] psn\nturn 21\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 71/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 216/290\n-heal p2a: Necrozma 234/290 [from] item: Leftovers\n-damage p1a: Gardevoir 63/249 psn [from] psn\nturn 22\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 107/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 252/290\n-heal p2a: Necrozma 270/290 [from] item: Leftovers\n-damage p1a: Gardevoir 32/249 psn [from] psn\n\nHere is the impact of the player's necrozma moves and the hp range that the move will do:\nmoonlight: 0 - 0\nphotongeyser: 86% - 102%\n\n\nHere is the impact of the opponent's gardevoir moves and the hp range that the move will do:\nmoonblast: 43% - 51%\n\n\nThe winner's active Pokemon is necrozma. They had the following choices:\n0. /choose move moonlight\n1. /choose move photongeyser\n2. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move moonlight\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\nswitch p2a: Cinccino Cinccino, L83, F 260/260\nturn 1\nswitch p2a: Ariados Ariados, L95, M 287/287\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nturn 2\nmove p2a: Ariados Sticky Web p1a: Probopass\n-sidestart p1: Emily in Paris move: Sticky Web\nmove p1a: Probopass Power Gem p2a: Ariados\n-damage p2a: Ariados 105/287\nturn 3\nmove p2a: Ariados Toxic Spikes p1a: Probopass\n-sidestart p1: Emily in Paris move: Toxic Spikes\nmove p1a: Probopass Stealth Rock p2a: Ariados\n-sidestart p2: nqhuii move: Stealth Rock\nturn 4\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 254/254\n-damage p2a: Tauros 239/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nmove p1a: Probopass Power Gem p2a: Tauros\n-damage p2a: Tauros 188/254\nturn 5\nswitch p1a: Dragapult Dragapult, L77, M 262/262\n-activate p1a: Dragapult move: Sticky Web\n-unboost p1a: Dragapult spe 1\n-status p1a: Dragapult psn\nmove p2a: Tauros Close Combat p1a: Dragapult\n-immune p1a: Dragapult\n-damage p1a: Dragapult 230/262 psn [from] psn\nturn 6\nswitch p2a: Corviknight Corviknight, L80, F 288/288\n-damage p2a: Corviknight 252/288 [from] Stealth Rock\nmove p1a: Dragapult Dragon Dance p1a: Dragapult\n-boost p1a: Dragapult atk 1\n-boost p1a: Dragapult spe 1\n-damage p1a: Dragapult 198/262 psn [from] psn\nturn 7\nmove p1a: Dragapult Fire Blast p2a: Corviknight\n-damage p2a: Corviknight 62/288\n-damage p1a: Dragapult 172/262 psn [from] item: Life Orb\nmove p2a: Corviknight Brave Bird p1a: Dragapult\n-damage p1a: Dragapult 43/262 psn\n-damage p2a: Corviknight 19/288 [from] Recoil\n-damage p1a: Dragapult 11/262 psn [from] psn\nturn 8\nmove p1a: Dragapult Dragon Darts p2a: Corviknight\n-damage p2a: Corviknight 0 fnt\nfaint p2a: Corviknight\n-damage p1a: Dragapult 0 fnt [from] item: Life Orb\nfaint p1a: Dragapult\nswitch p1a: Gardevoir Gardevoir, L83, F 249/249\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 188/254\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-status p1a: Gardevoir psn\n-ability p1a: Gardevoir Intimidate boost\n-unboost p2a: Tauros atk 1\n-ability p1a: Gardevoir Intimidate [from] ability: Trace [of] p2a: Tauros\n-damage p2a: Tauros 173/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 9\nswitch p2a: Ariados Ariados, L95, M 105/287\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 42/287\n-damage p1a: Gardevoir 218/249 psn [from] psn\nturn 10\nmove p1a: Gardevoir Moonblast p2a: Ariados\n-damage p2a: Ariados 0 fnt\nfaint p2a: Ariados\n-damage p1a: Gardevoir 187/249 psn [from] psn\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 173/254\n-damage p2a: Tauros 158/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Gardevoir atk 1\nturn 11\nswitch p1a: Hitmonlee Hitmonlee, L84, M 221/221\n-activate p1a: Hitmonlee move: Sticky Web\n-unboost p1a: Hitmonlee spe 1\n-status p1a: Hitmonlee psn\nmove p2a: Tauros Wave Crash p1a: Hitmonlee\n-damage p1a: Hitmonlee 0 fnt\nfaint p1a: Hitmonlee\n-damage p2a: Tauros 85/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 12\nswitch p2a: Cinccino Cinccino, L83, F 260/260\n-damage p2a: Cinccino 228/260 [from] Stealth Rock\nmove p1a: Houndoom Sludge Bomb p2a: Cinccino\n-damage p2a: Cinccino 122/260\n-status p2a: Cinccino psn\n-damage p2a: Cinccino 90/260 psn [from] psn\nturn 13\nswitch p1a: Probopass Probopass, L92, F 260/260\n-item p1a: Probopass Air Balloon\nmove p2a: Cinccino Tail Slap p1a: Probopass\n-damage p1a: Probopass 254/260\n-enditem p1a: Probopass Air Balloon\n-damage p1a: Probopass 248/260\n-damage p1a: Probopass 243/260\n-damage p1a: Probopass 238/260\n-damage p1a: Probopass 232/260\n-damage p2a: Cinccino 58/260 psn [from] psn\nturn 14\nmove p2a: Cinccino Bullet Seed p1a: Probopass\n-damage p1a: Probopass 216/260\n-damage p1a: Probopass 199/260\n-damage p1a: Probopass 182/260\n-damage p1a: Probopass 167/260\n-damage p1a: Probopass 150/260\nmove p1a: Probopass Body Press p2a: Cinccino\n-damage p2a: Cinccino 0 fnt\nfaint p2a: Cinccino\nswitch p2a: Tauros Tauros-Paldea-Aqua, L81, M 85/254\n-damage p2a: Tauros 70/254 [from] Stealth Rock\n-ability p2a: Tauros Intimidate boost\n-unboost p1a: Probopass atk 1\nturn 15\nmove p2a: Tauros Wave Crash p1a: Probopass\n-damage p1a: Probopass 0 fnt\nfaint p1a: Probopass\n-damage p2a: Tauros 20/254 [from] Recoil\nswitch p1a: Houndoom Houndoom, L86, M 269/269\nturn 16\nmove p1a: Houndoom Dark Pulse p2a: Tauros\n-damage p2a: Tauros 0 fnt\nfaint p2a: Tauros\nswitch p2a: Weavile Weavile, L79, F 239/239\n-damage p2a: Weavile 180/239 [from] Stealth Rock\nturn 17\n-terastallize p2a: Weavile Fighting\nmove p2a: Weavile Low Kick p1a: Houndoom\n-damage p1a: Houndoom 0 fnt\nfaint p1a: Houndoom\nswitch p1a: Gardevoir Gardevoir, L83, F 187/249 psn\n-activate p1a: Gardevoir move: Sticky Web\n-unboost p1a: Gardevoir spe 1\n-ability p1a: Gardevoir Pickpocket [from] ability: Trace [of] p2a: Weavile\nturn 18\nswitch p2a: Necrozma Necrozma, L81 290/290\n-damage p2a: Necrozma 254/290 [from] Stealth Rock\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 121/290\n-heal p2a: Necrozma 139/290 [from] item: Leftovers\n-damage p1a: Gardevoir 156/249 psn [from] psn\nturn 19\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 12/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 157/290\n-heal p2a: Necrozma 175/290 [from] item: Leftovers\n-damage p1a: Gardevoir 125/249 psn [from] psn\nturn 20\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 40/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 185/290\n-heal p2a: Necrozma 203/290 [from] item: Leftovers\n-damage p1a: Gardevoir 94/249 psn [from] psn\nturn 21\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 71/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 216/290\n-heal p2a: Necrozma 234/290 [from] item: Leftovers\n-damage p1a: Gardevoir 63/249 psn [from] psn\nturn 22\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 107/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 252/290\n-heal p2a: Necrozma 270/290 [from] item: Leftovers\n-damage p1a: Gardevoir 32/249 psn [from] psn\nturn 23\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 147/290\n-unboost p2a: Necrozma spa 1\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 290/290\n-damage p1a: Gardevoir 1/249 psn [from] psn\nturn 24\nmove p1a: Gardevoir Moonblast p2a: Necrozma\n-damage p2a: Necrozma 166/290\nmove p2a: Necrozma Moonlight p2a: Necrozma\n-heal p2a: Necrozma 290/290\n-damage p1a: Gardevoir 0 fnt [from] psn\nfaint p1a: Gardevoir\nswitch p1a: Heracross Heracross, L80, M 259/259\n-activate p1a: Heracross move: Sticky Web\n-unboost p1a: Heracross spe 1\n-status p1a: Heracross psn\n\nHere is the impact of the player's necrozma moves and the hp range that the move will do:\nmoonlight: 0 - 0\nphotongeyser: 37% - 44%\n\n\nHere is the impact of the opponent's heracross moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is necrozma. They had the following choices:\n0. /choose move moonlight\n1. /choose move photongeyser\n2. /choose switch weavile\n\n\nThe winner chose to do the following:\n/choose move photongeyser\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,353
gen9randombattle-2156183111
2,199
|j|☆orangenkopf |j|☆TSM-Virgil |t:|1720279448 |gametype|singles |player|p1|orangenkopf|waitress-gen4|2234 |player|p2|TSM-Virgil|acetrainer|2320 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1720279448 |start |switch|p1a: Rillaboom|Rillaboom, L79, M|288/288 |switch|p2a: Houndstone|Houndstone, L86, F|264/264 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p1a: Rillaboom |turn|1 | |t:|1720279466 |move|p1a: Rillaboom|U-turn|p2a: Houndstone |-resisted|p2a: Houndstone |-crit|p2a: Houndstone |-damage|p2a: Houndstone|239/264 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by orangenkopf) | |t:|1720279476 |switch|p1a: Greninja|Greninja, L80, M|246/246|[from] U-turn |move|p2a: Houndstone|Poltergeist|p1a: Greninja |-activate|p1a: Greninja|move: Poltergeist|Life Orb |-resisted|p1a: Greninja |-damage|p1a: Greninja|160/246 | |-heal|p1a: Greninja|175/246|[from] Grassy Terrain |-heal|p2a: Houndstone|255/264|[from] Grassy Terrain |-heal|p2a: Houndstone|264/264|[from] item: Leftovers |upkeep |turn|2 | |t:|1720279489 |move|p1a: Greninja|U-turn|p2a: Houndstone |-start|p1a: Greninja|typechange|Bug|[from] ability: Protean |-resisted|p2a: Houndstone |-damage|p2a: Houndstone|245/264 |-damage|p1a: Greninja|151/246|[from] item: Life Orb |j| didyouwipeyourahh | |t:|1720279499 |switch|p1a: Rampardos|Rampardos, L90, F|321/321|[from] U-turn |move|p2a: Houndstone|Body Press|p1a: Rampardos |-supereffective|p1a: Rampardos |-crit|p1a: Rampardos |-damage|p1a: Rampardos|105/321 | |-heal|p1a: Rampardos|125/321|[from] Grassy Terrain |-heal|p2a: Houndstone|261/264|[from] Grassy Terrain |-heal|p2a: Houndstone|264/264|[from] item: Leftovers |upkeep |turn|3 | |t:|1720279505 |move|p1a: Rampardos|Head Smash|p2a: Houndstone|[miss] |-miss|p1a: Rampardos|p2a: Houndstone |move|p2a: Houndstone|Body Press|p1a: Rampardos |-supereffective|p1a: Rampardos |-damage|p1a: Rampardos|0 fnt |faint|p1a: Rampardos | |upkeep | |t:|1720279511 |switch|p1a: Greninja|Greninja, L80, M|151/246 |turn|4 | |t:|1720279517 |switch|p2a: Illumise|Illumise, L91, F|266/266 |move|p1a: Greninja|Dark Pulse|p2a: Illumise |-start|p1a: Greninja|typechange|Dark|[from] ability: Protean |-damage|p2a: Illumise|171/266 |-damage|p1a: Greninja|127/246|[from] item: Life Orb | |-heal|p1a: Greninja|142/246|[from] Grassy Terrain |-heal|p2a: Illumise|187/266|[from] Grassy Terrain |upkeep |turn|5 |l| didyouwipeyourahh | |t:|1720279527 |switch|p1a: Altaria|Altaria, L88, F|275/275 |move|p2a: Illumise|Bug Buzz|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|239/275 | |-heal|p2a: Illumise|203/266|[from] Grassy Terrain |-fieldend|move: Grassy Terrain |upkeep |turn|6 | |t:|1720279532 |switch|p2a: Milotic|Milotic, L83, F|293/293 |move|p1a: Altaria|Brave Bird|p2a: Milotic |-damage|p2a: Milotic|179/293 |-damage|p1a: Altaria|201/275|[from] Recoil | |-heal|p2a: Milotic|197/293|[from] item: Leftovers |upkeep |turn|7 | |t:|1720279539 |switch|p1a: Cloyster|Cloyster, L79, F|209/209 |move|p2a: Milotic|Ice Beam|p1a: Cloyster |-resisted|p1a: Cloyster |-damage|p1a: Cloyster|184/209 | |-heal|p2a: Milotic|215/293|[from] item: Leftovers |upkeep |turn|8 | |t:|1720279545 |move|p2a: Milotic|Flip Turn|p1a: Cloyster |-resisted|p1a: Cloyster |-damage|p1a: Cloyster|172/209 | |t:|1720279547 |switch|p2a: Illumise|Illumise, L91, F|203/266|[from] Flip Turn |move|p1a: Cloyster|Shell Smash|p1a: Cloyster |-unboost|p1a: Cloyster|def|1 |-unboost|p1a: Cloyster|spd|1 |-boost|p1a: Cloyster|atk|2 |-boost|p1a: Cloyster|spa|2 |-boost|p1a: Cloyster|spe|2 |-enditem|p1a: Cloyster|White Herb |-clearnegativeboost|p1a: Cloyster|[silent] | |upkeep |turn|9 | |t:|1720279551 |switch|p1a: Altaria|Altaria, L88, F|201/275 |move|p2a: Illumise|Encore||[still] |-fail|p2a: Illumise | |upkeep |turn|10 | |t:|1720279553 |switch|p2a: Milotic|Milotic, L83, F|215/293 |move|p1a: Altaria|Brave Bird|p2a: Milotic |-damage|p2a: Milotic|95/293 |-damage|p1a: Altaria|161/275|[from] Recoil | |-heal|p2a: Milotic|113/293|[from] item: Leftovers |upkeep |turn|11 | |t:|1720279561 |switch|p2a: Houndstone|Houndstone, L86, F|264/264 |move|p1a: Altaria|Brave Bird|p2a: Houndstone |-damage|p2a: Houndstone|215/264 |-damage|p1a: Altaria|145/275|[from] Recoil | |-heal|p2a: Houndstone|231/264|[from] item: Leftovers |upkeep |turn|12 | |t:|1720279569 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|275/275 |-singleturn|p1a: Altaria|move: Roost |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|154/275 | |-heal|p2a: Houndstone|247/264|[from] item: Leftovers |upkeep |turn|13 | |t:|1720279580 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|275/275 |-singleturn|p1a: Altaria|move: Roost |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-crit|p1a: Altaria |-damage|p1a: Altaria|92/275 | |-heal|p2a: Houndstone|263/264|[from] item: Leftovers |upkeep |turn|14 | |t:|1720279586 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|230/275 |-singleturn|p1a: Altaria|move: Roost |move|p2a: Houndstone|Poltergeist|p1a: Altaria|[miss] |-miss|p2a: Houndstone|p1a: Altaria | |-heal|p2a: Houndstone|264/264|[from] item: Leftovers |upkeep |turn|15 | |t:|1720279596 |move|p1a: Altaria|Earthquake|p2a: Houndstone |-crit|p2a: Houndstone |-damage|p2a: Houndstone|183/264 |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|115/275 | |-heal|p2a: Houndstone|199/264|[from] item: Leftovers |upkeep |turn|16 | |t:|1720279602 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|253/275 |-singleturn|p1a: Altaria|move: Roost |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|133/275 | |-heal|p2a: Houndstone|215/264|[from] item: Leftovers |upkeep |turn|17 | |t:|1720279613 |switch|p2a: Milotic|Milotic, L83, F|113/293 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|271/275 |-singleturn|p1a: Altaria|move: Roost | |-heal|p2a: Milotic|131/293|[from] item: Leftovers |upkeep |turn|18 | |t:|1720279616 |move|p1a: Altaria|Brave Bird|p2a: Milotic |-damage|p2a: Milotic|5/293 |-damage|p1a: Altaria|229/275|[from] Recoil |move|p2a: Milotic|Recover|p2a: Milotic |-heal|p2a: Milotic|152/293 | |-heal|p2a: Milotic|170/293|[from] item: Leftovers |upkeep |turn|19 | |t:|1720279621 |switch|p1a: Rillaboom|Rillaboom, L79, M|288/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p1a: Rillaboom |move|p2a: Milotic|Recover|p2a: Milotic |-heal|p2a: Milotic|293/293 | |upkeep |turn|20 | |t:|1720279624 |switch|p2a: Farigiraf|Farigiraf, L91, M|366/366 |move|p1a: Rillaboom|Wood Hammer|p2a: Farigiraf |-ability|p2a: Farigiraf|Sap Sipper|boost |-boost|p2a: Farigiraf|atk|1 | |upkeep |turn|21 | |t:|1720279631 |switch|p1a: Haxorus|Haxorus, L77, M|244/244 |-ability|p1a: Haxorus|Mold Breaker |move|p2a: Farigiraf|Hyper Voice|p1a: Haxorus |-damage|p1a: Haxorus|85/244 | |-heal|p1a: Haxorus|100/244|[from] Grassy Terrain |upkeep |turn|22 | |t:|1720279636 |move|p1a: Haxorus|Outrage|p2a: Farigiraf |-damage|p2a: Farigiraf|216/366 |move|p2a: Farigiraf|Hyper Voice|p1a: Haxorus |-damage|p1a: Haxorus|0 fnt |faint|p1a: Haxorus | |-heal|p2a: Farigiraf|238/366|[from] Grassy Terrain |-heal|p2a: Farigiraf|260/366|[from] item: Leftovers |upkeep | |t:|1720279641 |switch|p1a: Greninja|Greninja, L80, M|142/246 |turn|23 | |t:|1720279646 |switch|p2a: Milotic|Milotic, L83, F|293/293 |move|p1a: Greninja|U-turn|p2a: Milotic |-start|p1a: Greninja|typechange|Bug|[from] ability: Protean |-damage|p2a: Milotic|190/293 |-damage|p1a: Greninja|118/246|[from] item: Life Orb | |t:|1720279649 |switch|p1a: Rillaboom|Rillaboom, L79, M|288/288|[from] U-turn | |-heal|p2a: Milotic|208/293|[from] Grassy Terrain |-heal|p2a: Milotic|226/293|[from] item: Leftovers |-fieldend|move: Grassy Terrain |upkeep |turn|24 | |t:|1720279653 |switch|p2a: Illumise|Illumise, L91, F|203/266 |move|p1a: Rillaboom|Wood Hammer|p2a: Illumise |-resisted|p2a: Illumise |-damage|p2a: Illumise|98/266 |-damage|p1a: Rillaboom|253/288|[from] Recoil | |upkeep |turn|25 | |t:|1720279659 |switch|p1a: Altaria|Altaria, L88, F|229/275 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|231/266 |-singleturn|p2a: Illumise|move: Roost | |upkeep |turn|26 | |t:|1720279663 |switch|p2a: Houndstone|Houndstone, L86, F|215/264 |move|p1a: Altaria|Brave Bird|p2a: Houndstone |-damage|p2a: Houndstone|167/264 |-damage|p1a: Altaria|213/275|[from] Recoil | |-heal|p2a: Houndstone|183/264|[from] item: Leftovers |upkeep |turn|27 | |t:|1720279667 |move|p1a: Altaria|Earthquake|p2a: Houndstone |-damage|p2a: Houndstone|127/264 |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|101/275 | |-heal|p2a: Houndstone|143/264|[from] item: Leftovers |upkeep |turn|28 | |t:|1720279674 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|239/275 |-singleturn|p1a: Altaria|move: Roost |move|p2a: Houndstone|Poltergeist|p1a: Altaria |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|121/275 | |-heal|p2a: Houndstone|159/264|[from] item: Leftovers |upkeep |turn|29 | |t:|1720279687 |move|p1a: Altaria|Earthquake|p2a: Houndstone |-damage|p2a: Houndstone|106/264 |move|p2a: Houndstone|Rest|p2a: Houndstone |-status|p2a: Houndstone|slp|[from] move: Rest |-heal|p2a: Houndstone|264/264 slp|[silent] | |upkeep |turn|30 | |t:|1720279691 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|259/275 |-singleturn|p1a: Altaria|move: Roost |cant|p2a: Houndstone|slp |move|p2a: Houndstone|Sleep Talk|p2a: Houndstone |move|p2a: Houndstone|Poltergeist|p1a: Altaria|[from]move: Sleep Talk |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|144/275 | |upkeep |turn|31 | |t:|1720279703 |move|p1a: Altaria|Earthquake|p2a: Houndstone |-damage|p2a: Houndstone|211/264 slp |cant|p2a: Houndstone|slp |move|p2a: Houndstone|Sleep Talk|p2a: Houndstone |move|p2a: Houndstone|Poltergeist|p1a: Altaria|[from]move: Sleep Talk |-activate|p1a: Altaria|move: Poltergeist|Heavy-Duty Boots |-damage|p1a: Altaria|35/275 | |-heal|p2a: Houndstone|227/264 slp|[from] item: Leftovers |upkeep |turn|32 | |t:|1720279714 |move|p1a: Altaria|Roost|p1a: Altaria |-heal|p1a: Altaria|173/275 |-singleturn|p1a: Altaria|move: Roost |-curestatus|p2a: Houndstone|slp|[msg] |move|p2a: Houndstone|Body Press|p1a: Altaria |-damage|p1a: Altaria|113/275 | |-heal|p2a: Houndstone|243/264|[from] item: Leftovers |upkeep |turn|33 | |t:|1720279722 |switch|p1a: Rillaboom|Rillaboom, L79, M|253/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p1a: Rillaboom |move|p2a: Houndstone|Body Press|p1a: Rillaboom |-damage|p1a: Rillaboom|185/288 | |-heal|p1a: Rillaboom|203/288|[from] Grassy Terrain |-heal|p2a: Houndstone|259/264|[from] Grassy Terrain |-heal|p2a: Houndstone|264/264|[from] item: Leftovers |upkeep |turn|34 | |t:|1720279730 |move|p1a: Rillaboom|U-turn|p2a: Houndstone |-resisted|p2a: Houndstone |-damage|p2a: Houndstone|245/264 | |t:|1720279732 |switch|p1a: Altaria|Altaria, L88, F|113/275|[from] U-turn |move|p2a: Houndstone|Body Press|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|83/275 | |-heal|p2a: Houndstone|261/264|[from] Grassy Terrain |-heal|p2a: Houndstone|264/264|[from] item: Leftovers |upkeep |turn|35 | |t:|1720279737 |move|p1a: Altaria|Brave Bird|p2a: Houndstone |-damage|p2a: Houndstone|216/264 |-damage|p1a: Altaria|67/275|[from] Recoil |move|p2a: Houndstone|Body Press|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|39/275 | |-heal|p2a: Houndstone|232/264|[from] Grassy Terrain |-heal|p2a: Houndstone|248/264|[from] item: Leftovers |upkeep |turn|36 | |t:|1720279741 |move|p1a: Altaria|Brave Bird|p2a: Houndstone |-damage|p2a: Houndstone|199/264 |-damage|p1a: Altaria|23/275|[from] Recoil |move|p2a: Houndstone|Body Press|p1a: Altaria |-resisted|p1a: Altaria |-damage|p1a: Altaria|0 fnt |faint|p1a: Altaria | |-heal|p2a: Houndstone|215/264|[from] Grassy Terrain |-heal|p2a: Houndstone|231/264|[from] item: Leftovers |upkeep | |t:|1720279744 |switch|p1a: Greninja|Greninja, L80, M|118/246 |turn|37 | |t:|1720279749 |switch|p2a: Illumise|Illumise, L91, F|231/266 |-terastallize|p1a: Greninja|Dark |move|p1a: Greninja|Dark Pulse|p2a: Illumise |-damage|p2a: Illumise|104/266 |-damage|p1a: Greninja|94/246|[from] item: Life Orb | |-heal|p1a: Greninja|109/246|[from] Grassy Terrain |-heal|p2a: Illumise|120/266|[from] Grassy Terrain |-fieldend|move: Grassy Terrain |upkeep |turn|38 | |t:|1720279755 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|253/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Greninja|Dark Pulse|p2a: Illumise |-damage|p2a: Illumise|120/266 |-damage|p1a: Greninja|85/246|[from] item: Life Orb | |upkeep |turn|39 | |t:|1720279761 |switch|p1a: Cloyster|Cloyster, L79, F|172/209 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|253/266 |-singleturn|p2a: Illumise|move: Roost | |upkeep |turn|40 | |t:|1720279764 |move|p2a: Illumise|Bug Buzz|p1a: Cloyster |-damage|p1a: Cloyster|30/209 |move|p1a: Cloyster|Rock Blast|p2a: Illumise |-supereffective|p2a: Illumise |-damage|p2a: Illumise|221/266 |-supereffective|p2a: Illumise |-damage|p2a: Illumise|185/266 |-supereffective|p2a: Illumise |-damage|p2a: Illumise|153/266 |-supereffective|p2a: Illumise |-damage|p2a: Illumise|121/266 |-supereffective|p2a: Illumise |-crit|p2a: Illumise |-damage|p2a: Illumise|67/266 |-hitcount|p2a: Illumise|5 | |upkeep |turn|41 | |t:|1720279770 |move|p2a: Illumise|Bug Buzz|p1a: Cloyster |-damage|p1a: Cloyster|0 fnt |faint|p1a: Cloyster | |upkeep | |t:|1720279774 |switch|p1a: Rillaboom|Rillaboom, L79, M|203/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p1a: Rillaboom |turn|42 | |t:|1720279779 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|200/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Rillaboom|Wood Hammer|p2a: Illumise |-resisted|p2a: Illumise |-damage|p2a: Illumise|53/266 |-damage|p1a: Rillaboom|154/288|[from] Recoil | |-heal|p2a: Illumise|69/266|[from] Grassy Terrain |-heal|p1a: Rillaboom|172/288|[from] Grassy Terrain |upkeep |turn|43 | |t:|1720279784 |switch|p2a: Farigiraf|Farigiraf, L91, M|260/366 |switch|p1a: Greninja|Greninja, L80, M, tera:Dark|85/246 | |-heal|p1a: Greninja|100/246|[from] Grassy Terrain |-heal|p2a: Farigiraf|282/366|[from] Grassy Terrain |-heal|p2a: Farigiraf|304/366|[from] item: Leftovers |upkeep |turn|44 | |t:|1720279788 |move|p2a: Farigiraf|Protect|p2a: Farigiraf |-singleturn|p2a: Farigiraf|Protect |move|p1a: Greninja|Dark Pulse|p2a: Farigiraf |-activate|p2a: Farigiraf|move: Protect | |-heal|p1a: Greninja|115/246|[from] Grassy Terrain |-heal|p2a: Farigiraf|326/366|[from] Grassy Terrain |-heal|p2a: Farigiraf|348/366|[from] item: Leftovers |upkeep |turn|45 | |t:|1720279798 |switch|p2a: Milotic|Milotic, L83, F|226/293 |move|p1a: Greninja|Dark Pulse|p2a: Milotic |-damage|p2a: Milotic|106/293 |-damage|p1a: Greninja|91/246|[from] item: Life Orb | |-heal|p1a: Greninja|106/246|[from] Grassy Terrain |-heal|p2a: Milotic|124/293|[from] Grassy Terrain |-heal|p2a: Milotic|142/293|[from] item: Leftovers |upkeep |turn|46 | |t:|1720279802 |move|p1a: Greninja|Dark Pulse|p2a: Milotic |-damage|p2a: Milotic|25/293 |-damage|p1a: Greninja|82/246|[from] item: Life Orb |move|p2a: Milotic|Recover|p2a: Milotic |-heal|p2a: Milotic|172/293 | |-heal|p1a: Greninja|97/246|[from] Grassy Terrain |-heal|p2a: Milotic|190/293|[from] Grassy Terrain |-heal|p2a: Milotic|208/293|[from] item: Leftovers |-fieldend|move: Grassy Terrain |upkeep |turn|47 | |t:|1720279806 |move|p1a: Greninja|Dark Pulse|p2a: Milotic |-damage|p2a: Milotic|99/293 |-damage|p1a: Greninja|73/246|[from] item: Life Orb |move|p2a: Milotic|Ice Beam|p1a: Greninja |-damage|p1a: Greninja|0 fnt |faint|p1a: Greninja | |-heal|p2a: Milotic|117/293|[from] item: Leftovers |upkeep |c|☆orangenkopf|luckiest player alive |-message|orangenkopf forfeited. | |win|TSM-Virgil |raw|orangenkopf's rating: 2213 &rarr; <strong>2199</strong><br />(-14 for losing) |raw|TSM-Virgil's rating: 2320 &rarr; <strong>2334</strong><br />(+14 for winning) |l|☆orangenkopf |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 7% - 8%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move poltergeist\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 38% - 45%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's rampardos moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 62% - 74%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 30% - 36%\ndarkpulse: 50% - 60%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move bugbuzz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 37% - 44%\nflipturn: 3% - 4%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 55% - 65%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move flipturn\n2. /choose move recover\n3. /choose switch houndstone\n4. /choose switch illumise\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move icebeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 43% - 52%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's cloyster moves and the hp range that the move will do:\nshellsmash: 0 - 0\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move encore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 47% - 56%\nflipturn: 4% - 5%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 96% - 115%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move flipturn\n2. /choose move recover\n3. /choose switch houndstone\n4. /choose switch illumise\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose switch houndstone\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 6% - 7%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 35% - 41%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move poltergeist\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 4% - 5%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 32% - 39%\nroost: 0 - 0\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move poltergeist\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 7% - 9%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 40% - 47%\nroost: 0 - 0\nearthquake: 22% - 26%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose switch milotic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 33% - 39%\nflipturn: 3% - 3%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 64% - 76%\nroost: 0 - 0\nearthquake: 36% - 42%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move flipturn\n2. /choose move recover\n3. /choose switch houndstone\n4. /choose switch illumise\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move recover\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\n\nHere is the impact of the player's farigiraf moves and the hp range that the move will do:\nhypervoice: 18% - 22%\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nuturn: 30% - 36%\nwoodhammer: 39% - 46%\n\n\nThe winner's active Pokemon is farigiraf. They had the following choices:\n0. /choose move hypervoice\n1. /choose move protect\n2. /choose switch houndstone\n3. /choose switch illumise\n4. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose move hypervoice\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\n\nHere is the impact of the player's farigiraf moves and the hp range that the move will do:\nhypervoice: 44% - 51%\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 46% - 55%\ndarkpulse: 83% - 100%\n\n\nThe winner's active Pokemon is farigiraf. They had the following choices:\n0. /choose move hypervoice\n1. /choose move protect\n2. /choose switch houndstone\n3. /choose switch illumise\n4. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose switch milotic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 30% - 36%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nuturn: 54% - 64%\nwoodhammer: 68% - 81%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move roost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 4% - 5%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 47% - 56%\nroost: 0 - 0\nearthquake: 26% - 31%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move poltergeist\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 8% - 9%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 54% - 64%\nroost: 0 - 0\nearthquake: 30% - 36%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move rest\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 7% - 8%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 32% - 39%\nroost: 0 - 0\nearthquake: 18% - 21%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move sleeptalk\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 8% - 10%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 35% - 42%\nroost: 0 - 0\nearthquake: 20% - 23%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 0 - 0\nbodypress: 12% - 14%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's altaria moves and the hp range that the move will do:\nbravebird: 32% - 39%\nroost: 0 - 0\nearthquake: 18% - 21%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move bodypress\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\n\nHere is the impact of the player's houndstone moves and the hp range that the move will do:\npoltergeist: 28% - 33%\nbodypress: 53% - 64%\nrest: 0 - 0\nsleeptalk: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 9% - 12%\ndarkpulse: 77% - 92%\n\n\nThe winner's active Pokemon is houndstone. They had the following choices:\n0. /choose move poltergeist\n1. /choose move bodypress\n2. /choose move rest\n3. /choose move sleeptalk\n4. /choose switch illumise\n5. /choose switch milotic\n6. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose switch illumise\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\nturn 37\nswitch p2a: Illumise Illumise, L91, F 231/266\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 104/266\n-damage p1a: Greninja 94/246 [from] item: Life Orb\n-heal p1a: Greninja 109/246 [from] Grassy Terrain\n-heal p2a: Illumise 120/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 38\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 120/266\n-damage p1a: Greninja 85/246 [from] item: Life Orb\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 104% - 123%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 47% - 56%\ndarkpulse: 105% - 125%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move roost\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\nturn 37\nswitch p2a: Illumise Illumise, L91, F 231/266\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 104/266\n-damage p1a: Greninja 94/246 [from] item: Life Orb\n-heal p1a: Greninja 109/246 [from] Grassy Terrain\n-heal p2a: Illumise 120/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 38\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 120/266\n-damage p1a: Greninja 85/246 [from] item: Life Orb\nturn 39\nswitch p1a: Cloyster Cloyster, L79, F 172/209\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nturn 40\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 30/209\nmove p1a: Cloyster Rock Blast p2a: Illumise\n-damage p2a: Illumise 221/266\n-damage p2a: Illumise 185/266\n-damage p2a: Illumise 153/266\n-damage p2a: Illumise 121/266\n-damage p2a: Illumise 67/266\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 251% - 298%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's cloyster moves and the hp range that the move will do:\nshellsmash: 0 - 0\nrockblast: 143% - 170%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move bugbuzz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\nturn 37\nswitch p2a: Illumise Illumise, L91, F 231/266\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 104/266\n-damage p1a: Greninja 94/246 [from] item: Life Orb\n-heal p1a: Greninja 109/246 [from] Grassy Terrain\n-heal p2a: Illumise 120/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 38\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 120/266\n-damage p1a: Greninja 85/246 [from] item: Life Orb\nturn 39\nswitch p1a: Cloyster Cloyster, L79, F 172/209\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nturn 40\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 30/209\nmove p1a: Cloyster Rock Blast p2a: Illumise\n-damage p2a: Illumise 221/266\n-damage p2a: Illumise 185/266\n-damage p2a: Illumise 153/266\n-damage p2a: Illumise 121/266\n-damage p2a: Illumise 67/266\nturn 41\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 0 fnt\nfaint p1a: Cloyster\nswitch p1a: Rillaboom Rillaboom, L79, M 203/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 42\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 200/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 53/266\n-damage p1a: Rillaboom 154/288 [from] Recoil\n-heal p2a: Illumise 69/266 [from] Grassy Terrain\n-heal p1a: Rillaboom 172/288 [from] Grassy Terrain\n\nHere is the impact of the player's illumise moves and the hp range that the move will do:\nbugbuzz: 45% - 53%\nencore: 0 - 0\nroost: 0 - 0\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nuturn: 76% - 91%\nwoodhammer: 97% - 115%\n\n\nThe winner's active Pokemon is illumise. They had the following choices:\n0. /choose move bugbuzz\n1. /choose move encore\n2. /choose move roost\n3. /choose switch houndstone\n4. /choose switch milotic\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose switch farigiraf\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\nturn 37\nswitch p2a: Illumise Illumise, L91, F 231/266\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 104/266\n-damage p1a: Greninja 94/246 [from] item: Life Orb\n-heal p1a: Greninja 109/246 [from] Grassy Terrain\n-heal p2a: Illumise 120/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 38\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 120/266\n-damage p1a: Greninja 85/246 [from] item: Life Orb\nturn 39\nswitch p1a: Cloyster Cloyster, L79, F 172/209\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nturn 40\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 30/209\nmove p1a: Cloyster Rock Blast p2a: Illumise\n-damage p2a: Illumise 221/266\n-damage p2a: Illumise 185/266\n-damage p2a: Illumise 153/266\n-damage p2a: Illumise 121/266\n-damage p2a: Illumise 67/266\nturn 41\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 0 fnt\nfaint p1a: Cloyster\nswitch p1a: Rillaboom Rillaboom, L79, M 203/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 42\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 200/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 53/266\n-damage p1a: Rillaboom 154/288 [from] Recoil\n-heal p2a: Illumise 69/266 [from] Grassy Terrain\n-heal p1a: Rillaboom 172/288 [from] Grassy Terrain\nturn 43\nswitch p2a: Farigiraf Farigiraf, L91, M 260/366\nswitch p1a: Greninja Greninja, L80, M, tera:Dark 85/246\n-heal p1a: Greninja 100/246 [from] Grassy Terrain\n-heal p2a: Farigiraf 282/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 304/366 [from] item: Leftovers\nturn 44\nmove p2a: Farigiraf Protect p2a: Farigiraf\n-singleturn p2a: Farigiraf Protect\nmove p1a: Greninja Dark Pulse p2a: Farigiraf\n-activate p2a: Farigiraf move: Protect\n-heal p1a: Greninja 115/246 [from] Grassy Terrain\n-heal p2a: Farigiraf 326/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 348/366 [from] item: Leftovers\n\nHere is the impact of the player's farigiraf moves and the hp range that the move will do:\nhypervoice: 54% - 63%\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 34% - 41%\ndarkpulse: 83% - 100%\n\n\nThe winner's active Pokemon is farigiraf. They had the following choices:\n0. /choose move hypervoice\n1. /choose move protect\n2. /choose switch houndstone\n3. /choose switch illumise\n4. /choose switch milotic\n\n\nThe winner chose to do the following:\n/choose switch milotic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\nswitch p2a: Houndstone Houndstone, L86, F 264/264\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 1\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 239/264\nswitch p1a: Greninja Greninja, L80, M 246/246 [from] U-turn\nmove p2a: Houndstone Poltergeist p1a: Greninja\n-activate p1a: Greninja move: Poltergeist Life Orb\n-damage p1a: Greninja 160/246\n-heal p1a: Greninja 175/246 [from] Grassy Terrain\n-heal p2a: Houndstone 255/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 2\nmove p1a: Greninja U-turn p2a: Houndstone\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Houndstone 245/264\n-damage p1a: Greninja 151/246 [from] item: Life Orb\nswitch p1a: Rampardos Rampardos, L90, F 321/321 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 105/321\n-heal p1a: Rampardos 125/321 [from] Grassy Terrain\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 3\nmove p1a: Rampardos Head Smash p2a: Houndstone [miss]\nmove p2a: Houndstone Body Press p1a: Rampardos\n-damage p1a: Rampardos 0 fnt\nfaint p1a: Rampardos\nswitch p1a: Greninja Greninja, L80, M 151/246\nturn 4\nswitch p2a: Illumise Illumise, L91, F 266/266\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Illumise 171/266\n-damage p1a: Greninja 127/246 [from] item: Life Orb\n-heal p1a: Greninja 142/246 [from] Grassy Terrain\n-heal p2a: Illumise 187/266 [from] Grassy Terrain\nturn 5\nswitch p1a: Altaria Altaria, L88, F 275/275\nmove p2a: Illumise Bug Buzz p1a: Altaria\n-damage p1a: Altaria 239/275\n-heal p2a: Illumise 203/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 179/293\n-damage p1a: Altaria 201/275 [from] Recoil\n-heal p2a: Milotic 197/293 [from] item: Leftovers\nturn 7\nswitch p1a: Cloyster Cloyster, L79, F 209/209\nmove p2a: Milotic Ice Beam p1a: Cloyster\n-damage p1a: Cloyster 184/209\n-heal p2a: Milotic 215/293 [from] item: Leftovers\nturn 8\nmove p2a: Milotic Flip Turn p1a: Cloyster\n-damage p1a: Cloyster 172/209\nswitch p2a: Illumise Illumise, L91, F 203/266 [from] Flip Turn\nmove p1a: Cloyster Shell Smash p1a: Cloyster\n-unboost p1a: Cloyster def 1\n-unboost p1a: Cloyster spd 1\n-boost p1a: Cloyster atk 2\n-boost p1a: Cloyster spa 2\n-boost p1a: Cloyster spe 2\n-enditem p1a: Cloyster White Herb\n-clearnegativeboost p1a: Cloyster [silent]\nturn 9\nswitch p1a: Altaria Altaria, L88, F 201/275\nmove p2a: Illumise Encore [still]\nturn 10\nswitch p2a: Milotic Milotic, L83, F 215/293\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 95/293\n-damage p1a: Altaria 161/275 [from] Recoil\n-heal p2a: Milotic 113/293 [from] item: Leftovers\nturn 11\nswitch p2a: Houndstone Houndstone, L86, F 264/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 215/264\n-damage p1a: Altaria 145/275 [from] Recoil\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nturn 12\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 154/275\n-heal p2a: Houndstone 247/264 [from] item: Leftovers\nturn 13\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 275/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 92/275\n-heal p2a: Houndstone 263/264 [from] item: Leftovers\nturn 14\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 230/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria [miss]\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 15\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 183/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 115/275\n-heal p2a: Houndstone 199/264 [from] item: Leftovers\nturn 16\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 253/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 133/275\n-heal p2a: Houndstone 215/264 [from] item: Leftovers\nturn 17\nswitch p2a: Milotic Milotic, L83, F 113/293\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 271/275\n-singleturn p1a: Altaria move: Roost\n-heal p2a: Milotic 131/293 [from] item: Leftovers\nturn 18\nmove p1a: Altaria Brave Bird p2a: Milotic\n-damage p2a: Milotic 5/293\n-damage p1a: Altaria 229/275 [from] Recoil\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 152/293\n-heal p2a: Milotic 170/293 [from] item: Leftovers\nturn 19\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 293/293\nturn 20\nswitch p2a: Farigiraf Farigiraf, L91, M 366/366\nmove p1a: Rillaboom Wood Hammer p2a: Farigiraf\n-ability p2a: Farigiraf Sap Sipper boost\n-boost p2a: Farigiraf atk 1\nturn 21\nswitch p1a: Haxorus Haxorus, L77, M 244/244\n-ability p1a: Haxorus Mold Breaker\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 85/244\n-heal p1a: Haxorus 100/244 [from] Grassy Terrain\nturn 22\nmove p1a: Haxorus Outrage p2a: Farigiraf\n-damage p2a: Farigiraf 216/366\nmove p2a: Farigiraf Hyper Voice p1a: Haxorus\n-damage p1a: Haxorus 0 fnt\nfaint p1a: Haxorus\n-heal p2a: Farigiraf 238/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 260/366 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 142/246\nturn 23\nswitch p2a: Milotic Milotic, L83, F 293/293\nmove p1a: Greninja U-turn p2a: Milotic\n-start p1a: Greninja typechange Bug [from] ability: Protean\n-damage p2a: Milotic 190/293\n-damage p1a: Greninja 118/246 [from] item: Life Orb\nswitch p1a: Rillaboom Rillaboom, L79, M 288/288 [from] U-turn\n-heal p2a: Milotic 208/293 [from] Grassy Terrain\n-heal p2a: Milotic 226/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 24\nswitch p2a: Illumise Illumise, L91, F 203/266\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 98/266\n-damage p1a: Rillaboom 253/288 [from] Recoil\nturn 25\nswitch p1a: Altaria Altaria, L88, F 229/275\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 231/266\n-singleturn p2a: Illumise move: Roost\nturn 26\nswitch p2a: Houndstone Houndstone, L86, F 215/264\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 167/264\n-damage p1a: Altaria 213/275 [from] Recoil\n-heal p2a: Houndstone 183/264 [from] item: Leftovers\nturn 27\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 127/264\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 101/275\n-heal p2a: Houndstone 143/264 [from] item: Leftovers\nturn 28\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 239/275\n-singleturn p1a: Altaria move: Roost\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 121/275\n-heal p2a: Houndstone 159/264 [from] item: Leftovers\nturn 29\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 106/264\nmove p2a: Houndstone Rest p2a: Houndstone\n-status p2a: Houndstone slp [from] move: Rest\n-heal p2a: Houndstone 264/264 slp [silent]\nturn 30\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 259/275\n-singleturn p1a: Altaria move: Roost\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 144/275\nturn 31\nmove p1a: Altaria Earthquake p2a: Houndstone\n-damage p2a: Houndstone 211/264 slp\ncant p2a: Houndstone slp\nmove p2a: Houndstone Sleep Talk p2a: Houndstone\nmove p2a: Houndstone Poltergeist p1a: Altaria\n-activate p1a: Altaria move: Poltergeist Heavy-Duty Boots\n-damage p1a: Altaria 35/275\n-heal p2a: Houndstone 227/264 slp [from] item: Leftovers\nturn 32\nmove p1a: Altaria Roost p1a: Altaria\n-heal p1a: Altaria 173/275\n-singleturn p1a: Altaria move: Roost\n-curestatus p2a: Houndstone slp [msg]\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 113/275\n-heal p2a: Houndstone 243/264 [from] item: Leftovers\nturn 33\nswitch p1a: Rillaboom Rillaboom, L79, M 253/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nmove p2a: Houndstone Body Press p1a: Rillaboom\n-damage p1a: Rillaboom 185/288\n-heal p1a: Rillaboom 203/288 [from] Grassy Terrain\n-heal p2a: Houndstone 259/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 34\nmove p1a: Rillaboom U-turn p2a: Houndstone\n-damage p2a: Houndstone 245/264\nswitch p1a: Altaria Altaria, L88, F 113/275 [from] U-turn\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 83/275\n-heal p2a: Houndstone 261/264 [from] Grassy Terrain\n-heal p2a: Houndstone 264/264 [from] item: Leftovers\nturn 35\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 216/264\n-damage p1a: Altaria 67/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 39/275\n-heal p2a: Houndstone 232/264 [from] Grassy Terrain\n-heal p2a: Houndstone 248/264 [from] item: Leftovers\nturn 36\nmove p1a: Altaria Brave Bird p2a: Houndstone\n-damage p2a: Houndstone 199/264\n-damage p1a: Altaria 23/275 [from] Recoil\nmove p2a: Houndstone Body Press p1a: Altaria\n-damage p1a: Altaria 0 fnt\nfaint p1a: Altaria\n-heal p2a: Houndstone 215/264 [from] Grassy Terrain\n-heal p2a: Houndstone 231/264 [from] item: Leftovers\nswitch p1a: Greninja Greninja, L80, M 118/246\nturn 37\nswitch p2a: Illumise Illumise, L91, F 231/266\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 104/266\n-damage p1a: Greninja 94/246 [from] item: Life Orb\n-heal p1a: Greninja 109/246 [from] Grassy Terrain\n-heal p2a: Illumise 120/266 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 38\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Greninja Dark Pulse p2a: Illumise\n-damage p2a: Illumise 120/266\n-damage p1a: Greninja 85/246 [from] item: Life Orb\nturn 39\nswitch p1a: Cloyster Cloyster, L79, F 172/209\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 253/266\n-singleturn p2a: Illumise move: Roost\nturn 40\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 30/209\nmove p1a: Cloyster Rock Blast p2a: Illumise\n-damage p2a: Illumise 221/266\n-damage p2a: Illumise 185/266\n-damage p2a: Illumise 153/266\n-damage p2a: Illumise 121/266\n-damage p2a: Illumise 67/266\nturn 41\nmove p2a: Illumise Bug Buzz p1a: Cloyster\n-damage p1a: Cloyster 0 fnt\nfaint p1a: Cloyster\nswitch p1a: Rillaboom Rillaboom, L79, M 203/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p1a: Rillaboom\nturn 42\nmove p2a: Illumise Roost p2a: Illumise\n-heal p2a: Illumise 200/266\n-singleturn p2a: Illumise move: Roost\nmove p1a: Rillaboom Wood Hammer p2a: Illumise\n-damage p2a: Illumise 53/266\n-damage p1a: Rillaboom 154/288 [from] Recoil\n-heal p2a: Illumise 69/266 [from] Grassy Terrain\n-heal p1a: Rillaboom 172/288 [from] Grassy Terrain\nturn 43\nswitch p2a: Farigiraf Farigiraf, L91, M 260/366\nswitch p1a: Greninja Greninja, L80, M, tera:Dark 85/246\n-heal p1a: Greninja 100/246 [from] Grassy Terrain\n-heal p2a: Farigiraf 282/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 304/366 [from] item: Leftovers\nturn 44\nmove p2a: Farigiraf Protect p2a: Farigiraf\n-singleturn p2a: Farigiraf Protect\nmove p1a: Greninja Dark Pulse p2a: Farigiraf\n-activate p2a: Farigiraf move: Protect\n-heal p1a: Greninja 115/246 [from] Grassy Terrain\n-heal p2a: Farigiraf 326/366 [from] Grassy Terrain\n-heal p2a: Farigiraf 348/366 [from] item: Leftovers\nturn 45\nswitch p2a: Milotic Milotic, L83, F 226/293\nmove p1a: Greninja Dark Pulse p2a: Milotic\n-damage p2a: Milotic 106/293\n-damage p1a: Greninja 91/246 [from] item: Life Orb\n-heal p1a: Greninja 106/246 [from] Grassy Terrain\n-heal p2a: Milotic 124/293 [from] Grassy Terrain\n-heal p2a: Milotic 142/293 [from] item: Leftovers\nturn 46\nmove p1a: Greninja Dark Pulse p2a: Milotic\n-damage p2a: Milotic 25/293\n-damage p1a: Greninja 82/246 [from] item: Life Orb\nmove p2a: Milotic Recover p2a: Milotic\n-heal p2a: Milotic 172/293\n-heal p1a: Greninja 97/246 [from] Grassy Terrain\n-heal p2a: Milotic 190/293 [from] Grassy Terrain\n-heal p2a: Milotic 208/293 [from] item: Leftovers\n-fieldend move: Grassy Terrain\n\nHere is the impact of the player's milotic moves and the hp range that the move will do:\nicebeam: 33% - 39%\nflipturn: 22% - 27%\nrecover: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\nuturn: 28% - 34%\ndarkpulse: 48% - 57%\n\n\nThe winner's active Pokemon is milotic. They had the following choices:\n0. /choose move icebeam\n1. /choose move flipturn\n2. /choose move recover\n3. /choose switch houndstone\n4. /choose switch illumise\n5. /choose switch farigiraf\n\n\nThe winner chose to do the following:\n/choose move icebeam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,354
gen9randombattle-2152801296
2,199
|j|☆hammy358 |j|☆Guimd33 |t:|1719771931 |gametype|singles |player|p1|hammy358|102|2286 |player|p2|Guimd33|pokekid|2215 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1719771931 |start |switch|p1a: Gliscor|Gliscor, L76, M|239/239 |switch|p2a: Rillaboom|Rillaboom, L79, F|288/288 |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by hammy358) | |t:|1719771944 |move|p1a: Gliscor|Toxic|p2a: Rillaboom |-status|p2a: Rillaboom|tox |move|p2a: Rillaboom|Wood Hammer|p1a: Gliscor |-damage|p1a: Gliscor|34/239 |-damage|p2a: Rillaboom|220/288 tox|[from] Recoil | |-heal|p2a: Rillaboom|238/288 tox|[from] Grassy Terrain |-damage|p2a: Rillaboom|220/288 tox|[from] psn |-status|p1a: Gliscor|tox|[from] item: Toxic Orb |upkeep |turn|2 | |t:|1719771955 |switch|p2a: Pyroar|Pyroar, L88, M|295/295 |-ability|p2a: Pyroar|Unnerve |move|p1a: Gliscor|Protect||[still] |-fail|p1a: Gliscor | |-heal|p1a: Gliscor|63/239 tox|[from] ability: Poison Heal |upkeep |turn|3 | |t:|1719771962 |move|p1a: Gliscor|Protect|p1a: Gliscor |-singleturn|p1a: Gliscor|Protect |move|p2a: Pyroar|Work Up|p2a: Pyroar |-boost|p2a: Pyroar|atk|1 |-boost|p2a: Pyroar|spa|1 | |-heal|p1a: Gliscor|92/239 tox|[from] ability: Poison Heal |upkeep |turn|4 | |t:|1719771969 |switch|p1a: Greninja|Greninja, L80, M|246/246 |move|p2a: Pyroar|Work Up|p2a: Pyroar |-boost|p2a: Pyroar|atk|1 |-boost|p2a: Pyroar|spa|1 | |upkeep |turn|5 | |t:|1719771979 |switch|p2a: Samurott|Samurott-Hisui, L77, M|265/265 |move|p1a: Greninja|Hydro Pump|p2a: Samurott |-resisted|p2a: Samurott |-damage|p2a: Samurott|166/265 |-damage|p1a: Greninja|222/246|[from] item: Life Orb | |-heal|p1a: Greninja|237/246|[from] Grassy Terrain |-heal|p2a: Samurott|182/265|[from] Grassy Terrain |-fieldend|move: Grassy Terrain |upkeep |turn|6 | |t:|1719771989 |switch|p1a: Mienshao|Mienshao, L83, M|244/244 |move|p2a: Samurott|Ceaseless Edge|p1a: Mienshao |-resisted|p1a: Mienshao |-damage|p1a: Mienshao|147/244 |-sidestart|p1: hammy358|Spikes | |upkeep |turn|7 | |t:|1719771993 |switch|p2a: Scream Tail|Scream Tail, L84|330/330 |move|p1a: Mienshao|Close Combat|p2a: Scream Tail |-resisted|p2a: Scream Tail |-crit|p2a: Scream Tail |-damage|p2a: Scream Tail|275/330 |-unboost|p1a: Mienshao|def|1 |-unboost|p1a: Mienshao|spd|1 | |-heal|p2a: Scream Tail|295/330|[from] item: Leftovers |upkeep |turn|8 | |t:|1719772001 |switch|p1a: Gliscor|Gliscor, L76, M|92/239 tox |move|p2a: Scream Tail|Wish|p2a: Scream Tail | |-heal|p2a: Scream Tail|315/330|[from] item: Leftovers |-heal|p1a: Gliscor|121/239 tox|[from] ability: Poison Heal |upkeep |turn|9 | |t:|1719772011 |-end|p2a: Scream Tail|Protosynthesis|[silent] |switch|p2a: Rillaboom|Rillaboom, L79, F|220/288 tox |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |move|p1a: Gliscor|Toxic|p2a: Rillaboom |-fail|p2a: Rillaboom|tox | |-heal|p2a: Rillaboom|288/288 tox|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Gliscor|150/239 tox|[from] ability: Poison Heal |-damage|p2a: Rillaboom|270/288 tox|[from] psn |upkeep |turn|10 | |t:|1719772019 |move|p1a: Gliscor|Protect|p1a: Gliscor |-singleturn|p1a: Gliscor|Protect |move|p2a: Rillaboom|Wood Hammer|p1a: Gliscor |-activate|p1a: Gliscor|move: Protect | |-heal|p2a: Rillaboom|288/288 tox|[from] Grassy Terrain |-heal|p1a: Gliscor|179/239 tox|[from] ability: Poison Heal |-damage|p2a: Rillaboom|252/288 tox|[from] psn |upkeep |turn|11 | |t:|1719772024 |switch|p1a: Ho-Oh|Ho-Oh, L71|268/268 |move|p2a: Rillaboom|Wood Hammer|p1a: Ho-Oh |-resisted|p1a: Ho-Oh |-damage|p1a: Ho-Oh|190/268 |-damage|p2a: Rillaboom|226/288 tox|[from] Recoil | |-heal|p2a: Rillaboom|244/288 tox|[from] Grassy Terrain |-damage|p2a: Rillaboom|190/288 tox|[from] psn |upkeep |turn|12 | |t:|1719772036 |switch|p2a: Samurott|Samurott-Hisui, L77, M|182/265 |move|p1a: Ho-Oh|Sacred Fire|p2a: Samurott |-resisted|p2a: Samurott |-damage|p2a: Samurott|124/265 |-status|p2a: Samurott|brn | |-heal|p2a: Samurott|140/265 brn|[from] Grassy Terrain |-damage|p2a: Samurott|124/265 brn|[from] brn |upkeep |turn|13 | |t:|1719772043 |switch|p1a: Greninja|Greninja, L80, M|237/246 |-damage|p1a: Greninja|207/246|[from] Spikes |move|p2a: Samurott|Ceaseless Edge|p1a: Greninja |-resisted|p1a: Greninja |-damage|p1a: Greninja|161/246 |-sidestart|p1: hammy358|Spikes | |-heal|p1a: Greninja|176/246|[from] Grassy Terrain |-heal|p2a: Samurott|140/265 brn|[from] Grassy Terrain |-damage|p2a: Samurott|124/265 brn|[from] brn |-fieldend|move: Grassy Terrain |upkeep |turn|14 | |t:|1719772052 |move|p1a: Greninja|Gunk Shot|p2a: Samurott|[miss] |-miss|p1a: Greninja|p2a: Samurott |move|p2a: Samurott|Ceaseless Edge|p1a: Greninja |-resisted|p1a: Greninja |-damage|p1a: Greninja|133/246 |-sidestart|p1: hammy358|Spikes | |-damage|p2a: Samurott|108/265 brn|[from] brn |upkeep |turn|15 | |t:|1719772056 |move|p1a: Greninja|Gunk Shot|p2a: Samurott |-damage|p2a: Samurott|0 fnt |faint|p2a: Samurott |-ability|p1a: Greninja|Battle Bond|boost |-boost|p1a: Greninja|atk|1 |-boost|p1a: Greninja|spa|1 |-boost|p1a: Greninja|spe|1 |-activate|p1a: Greninja|ability: Battle Bond |-damage|p1a: Greninja|109/246|[from] item: Life Orb | |upkeep | |t:|1719772060 |switch|p2a: Rillaboom|Rillaboom, L79, F|190/288 tox |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|16 | |t:|1719772066 |switch|p1a: Ho-Oh|Ho-Oh, L71|268/268 |move|p2a: Rillaboom|Grassy Glide|p1a: Ho-Oh |-resisted|p1a: Ho-Oh |-damage|p1a: Ho-Oh|233/268 | |-heal|p2a: Rillaboom|208/288 tox|[from] Grassy Terrain |-damage|p2a: Rillaboom|190/288 tox|[from] psn |upkeep |turn|17 | |t:|1719772074 |switch|p2a: Scream Tail|Scream Tail, L84|315/330 |move|p1a: Ho-Oh|Earthquake|p2a: Scream Tail |-damage|p2a: Scream Tail|286/330 | |-heal|p2a: Scream Tail|306/330|[from] Grassy Terrain |-heal|p2a: Scream Tail|326/330|[from] item: Leftovers |upkeep |turn|18 | |t:|1719772086 |switch|p1a: Gliscor|Gliscor, L76, M|179/239 tox |move|p2a: Scream Tail|Wish|p2a: Scream Tail | |-heal|p2a: Scream Tail|330/330|[from] Grassy Terrain |-heal|p1a: Gliscor|208/239 tox|[from] ability: Poison Heal |upkeep |turn|19 | |t:|1719772096 |-end|p2a: Scream Tail|Protosynthesis|[silent] |switch|p2a: Archaludon|Archaludon, L78, F|268/268 |move|p1a: Gliscor|Substitute|p1a: Gliscor |-start|p1a: Gliscor|Substitute |-damage|p1a: Gliscor|149/239 tox | |-heal|p1a: Gliscor|178/239 tox|[from] ability: Poison Heal |upkeep |turn|20 | |t:|1719772108 |move|p1a: Gliscor|Protect|p1a: Gliscor |-singleturn|p1a: Gliscor|Protect |move|p2a: Archaludon|Swords Dance|p2a: Archaludon |-boost|p2a: Archaludon|atk|2 | |-heal|p1a: Gliscor|207/239 tox|[from] ability: Poison Heal |-fieldend|move: Grassy Terrain |upkeep |turn|21 | |t:|1719772115 |move|p1a: Gliscor|Earthquake|p2a: Archaludon |-supereffective|p2a: Archaludon |-damage|p2a: Archaludon|136/268 |-ability|p2a: Archaludon|Stamina|boost |-boost|p2a: Archaludon|def|1 |move|p2a: Archaludon|Iron Head|p1a: Gliscor |-end|p1a: Gliscor|Substitute | |-heal|p1a: Gliscor|236/239 tox|[from] ability: Poison Heal |upkeep |turn|22 | |t:|1719772121 |move|p1a: Gliscor|Earthquake|p2a: Archaludon |-supereffective|p2a: Archaludon |-damage|p2a: Archaludon|46/268 |-ability|p2a: Archaludon|Stamina|boost |-boost|p2a: Archaludon|def|1 |move|p2a: Archaludon|Outrage|p1a: Gliscor |-damage|p1a: Gliscor|53/239 tox | |-heal|p1a: Gliscor|82/239 tox|[from] ability: Poison Heal |upkeep |turn|23 | |t:|1719772127 |move|p1a: Gliscor|Earthquake|p2a: Archaludon |-supereffective|p2a: Archaludon |-damage|p2a: Archaludon|0 fnt |faint|p2a: Archaludon | |-heal|p1a: Gliscor|111/239 tox|[from] ability: Poison Heal |upkeep | |t:|1719772131 |switch|p2a: Pyroar|Pyroar, L88, M|295/295 |-ability|p2a: Pyroar|Unnerve |turn|24 | |t:|1719772135 |switch|p1a: Mienshao|Mienshao, L83, M|228/244 |-damage|p1a: Mienshao|167/244|[from] Spikes |move|p2a: Pyroar|Fire Blast|p1a: Mienshao |-damage|p1a: Mienshao|52/244 |-status|p1a: Mienshao|brn | |-damage|p1a: Mienshao|37/244 brn|[from] brn |upkeep |turn|25 | |t:|1719772144 |move|p1a: Mienshao|Fake Out|p2a: Pyroar |-damage|p2a: Pyroar|276/295 |cant|p2a: Pyroar|flinch | |-damage|p1a: Mienshao|22/244 brn|[from] brn |upkeep |turn|26 | |t:|1719772150 |move|p2a: Pyroar|Hyper Voice|p1a: Mienshao |-damage|p1a: Mienshao|0 fnt |faint|p1a: Mienshao | |upkeep | |t:|1719772158 |switch|p1a: Ho-Oh|Ho-Oh, L71|268/268 |turn|27 | |t:|1719772163 |switch|p2a: Groudon|Groudon, L72|263/263 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Groudon |move|p1a: Ho-Oh|Earthquake|p2a: Groudon |-damage|p2a: Groudon|209/263 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|225/263|[from] item: Leftovers |upkeep |turn|28 | |t:|1719772171 |switch|p2a: Pyroar|Pyroar, L88, M|276/295 |-ability|p2a: Pyroar|Unnerve |switch|p1a: Gliscor|Gliscor, L76, M|111/239 tox | |-weather|SunnyDay|[upkeep] |-heal|p1a: Gliscor|140/239 tox|[from] ability: Poison Heal |upkeep |turn|29 | |t:|1719772177 |switch|p1a: Greninja|Greninja, L80, M|109/246 |-damage|p1a: Greninja|48/246|[from] Spikes |move|p2a: Pyroar|Fire Blast|p1a: Greninja |-resisted|p1a: Greninja |-damage|p1a: Greninja|0 fnt |faint|p1a: Greninja | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1719772183 |switch|p1a: Ho-Oh|Ho-Oh, L71|268/268 |turn|30 | |t:|1719772187 |switch|p2a: Scream Tail|Scream Tail, L84|330/330 |-activate|p2a: Scream Tail|ability: Protosynthesis |-start|p2a: Scream Tail|protosynthesisspd |move|p1a: Ho-Oh|Earthquake|p2a: Scream Tail |-damage|p2a: Scream Tail|272/330 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Scream Tail|292/330|[from] item: Leftovers |upkeep |turn|31 | |t:|1719772197 |move|p2a: Scream Tail|Dazzling Gleam|p1a: Ho-Oh |-resisted|p1a: Ho-Oh |-damage|p1a: Ho-Oh|247/268 |move|p1a: Ho-Oh|Sacred Fire|p2a: Scream Tail |-damage|p2a: Scream Tail|165/330 | |-weather|none |-end|p2a: Scream Tail|Protosynthesis |-heal|p2a: Scream Tail|185/330|[from] item: Leftovers |upkeep |turn|32 | |t:|1719772203 |switch|p1a: Gliscor|Gliscor, L76, M|140/239 tox |move|p2a: Scream Tail|Encore||[still] |-fail|p2a: Scream Tail | |-heal|p2a: Scream Tail|205/330|[from] item: Leftovers |-heal|p1a: Gliscor|169/239 tox|[from] ability: Poison Heal |upkeep |turn|33 | |t:|1719772213 |-end|p2a: Scream Tail|Protosynthesis|[silent] |switch|p2a: Rillaboom|Rillaboom, L79, F|190/288 tox |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |move|p1a: Gliscor|Toxic|p2a: Rillaboom|[miss] |-miss|p1a: Gliscor|p2a: Rillaboom | |-heal|p2a: Rillaboom|208/288 tox|[from] Grassy Terrain |-heal|p1a: Gliscor|198/239 tox|[from] ability: Poison Heal |-damage|p2a: Rillaboom|190/288 tox|[from] psn |upkeep |turn|34 | |t:|1719772217 |move|p1a: Gliscor|Protect|p1a: Gliscor |-singleturn|p1a: Gliscor|Protect |move|p2a: Rillaboom|U-turn|p1a: Gliscor |-activate|p1a: Gliscor|move: Protect | |-heal|p2a: Rillaboom|208/288 tox|[from] Grassy Terrain |-heal|p1a: Gliscor|227/239 tox|[from] ability: Poison Heal |-damage|p2a: Rillaboom|172/288 tox|[from] psn |upkeep |turn|35 | |t:|1719772226 |move|p1a: Gliscor|Substitute|p1a: Gliscor |-start|p1a: Gliscor|Substitute |-damage|p1a: Gliscor|168/239 tox |move|p2a: Rillaboom|U-turn|p1a: Gliscor |-resisted|p1a: Gliscor |-activate|p1a: Gliscor|move: Substitute|[damage] | |t:|1719772234 |switch|p2a: Scream Tail|Scream Tail, L84|205/330|[from] U-turn | |-heal|p2a: Scream Tail|225/330|[from] Grassy Terrain |-heal|p2a: Scream Tail|245/330|[from] item: Leftovers |-heal|p1a: Gliscor|197/239 tox|[from] ability: Poison Heal |upkeep |turn|36 | |t:|1719772239 |move|p1a: Gliscor|Protect|p1a: Gliscor |-singleturn|p1a: Gliscor|Protect |move|p2a: Scream Tail|Encore|p1a: Gliscor |-activate|p1a: Gliscor|move: Protect | |-heal|p2a: Scream Tail|265/330|[from] Grassy Terrain |-heal|p2a: Scream Tail|285/330|[from] item: Leftovers |-heal|p1a: Gliscor|226/239 tox|[from] ability: Poison Heal |upkeep |turn|37 | |t:|1719772245 |switch|p1a: Ho-Oh|Ho-Oh, L71|268/268 |move|p2a: Scream Tail|Encore||[still] |-fail|p2a: Scream Tail | |-heal|p2a: Scream Tail|305/330|[from] Grassy Terrain |-heal|p2a: Scream Tail|325/330|[from] item: Leftovers |-fieldend|move: Grassy Terrain |upkeep |turn|38 | |t:|1719772253 |switch|p1a: Copperajah|Copperajah, L86, F|350/350 |-damage|p1a: Copperajah|263/350|[from] Spikes |move|p2a: Scream Tail|Wish|p2a: Scream Tail | |-heal|p2a: Scream Tail|330/330|[from] item: Leftovers |upkeep |turn|39 | |t:|1719772261 |-end|p2a: Scream Tail|Protosynthesis|[silent] |switch|p2a: Pyroar|Pyroar, L88, M|276/295 |-ability|p2a: Pyroar|Unnerve |move|p1a: Copperajah|Superpower|p2a: Pyroar |-supereffective|p2a: Pyroar |-damage|p2a: Pyroar|0 fnt |-unboost|p1a: Copperajah|atk|1 |-unboost|p1a: Copperajah|def|1 |faint|p2a: Pyroar |-damage|p1a: Copperajah|228/350|[from] item: Life Orb | |upkeep | |t:|1719772265 |switch|p2a: Groudon|Groudon, L72|225/263 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Groudon |turn|40 | |t:|1719772283 |-terastallize|p2a: Groudon|Fire |move|p2a: Groudon|Heat Crash|p1a: Copperajah |-supereffective|p1a: Copperajah |-damage|p1a: Copperajah|0 fnt |faint|p1a: Copperajah | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|241/263|[from] item: Leftovers |upkeep | |t:|1719772291 |switch|p1a: Gliscor|Gliscor, L76, M|226/239 tox |turn|41 | |t:|1719772298 |move|p1a: Gliscor|Earthquake|p2a: Groudon |-supereffective|p2a: Groudon |-damage|p2a: Groudon|113/263 |move|p2a: Groudon|Heat Crash|p1a: Gliscor |-damage|p1a: Gliscor|57/239 tox | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|129/263|[from] item: Leftovers |-heal|p1a: Gliscor|86/239 tox|[from] ability: Poison Heal |upkeep |turn|42 | |t:|1719772304 |move|p1a: Gliscor|Earthquake|p2a: Groudon |-supereffective|p2a: Groudon |-damage|p2a: Groudon|0 fnt |faint|p2a: Groudon | |-weather|SunnyDay|[upkeep] |-heal|p1a: Gliscor|115/239 tox|[from] ability: Poison Heal |upkeep | |t:|1719772306 |switch|p2a: Rillaboom|Rillaboom, L79, F|172/288 tox |-fieldstart|move: Grassy Terrain|[from] ability: Grassy Surge|[of] p2a: Rillaboom |turn|43 |-message|Guimd33 forfeited. | |win|hammy358 |raw|hammy358's rating: 2286 &rarr; <strong>2302</strong><br />(+16 for winning) |raw|Guimd33's rating: 2215 &rarr; <strong>2199</strong><br />(-16 for losing) |l|☆Guimd33 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 5% - 6%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move toxic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 22% - 26%\n\n\nHere is the impact of the opponent's pyroar moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n\nHere is the impact of the player's greninja moves and the hp range that the move will do:\nhydropump: 31% - 36%\ngunkshot: 9% - 11%\n\n\nHere is the impact of the opponent's pyroar moves and the hp range that the move will do:\nworkup: 0 - 0\n\n\nThe winner's active Pokemon is greninja. They had the following choices:\n0. /choose move hydropump\n1. /choose move gunkshot\n2. /choose switch gliscor\n3. /choose switch mienshao\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\n\nHere is the impact of the player's mienshao moves and the hp range that the move will do:\nclosecombat: 74% - 87%\nfakeout: 8% - 9%\n\n\nHere is the impact of the opponent's samurotthisui moves and the hp range that the move will do:\nceaselessedge: 27% - 32%\n\n\nThe winner's active Pokemon is mienshao. They had the following choices:\n0. /choose move closecombat\n1. /choose move fakeout\n2. /choose switch gliscor\n3. /choose switch greninja\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 7% - 8%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move toxic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 6% - 7%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nwoodhammer: 59% - 70%\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose switch hooh\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n\nHere is the impact of the player's hooh moves and the hp range that the move will do:\nsacredfire: 17% - 20%\nearthquake: 23% - 27%\n\n\nHere is the impact of the opponent's samurotthisui moves and the hp range that the move will do:\nceaselessedge: 35% - 42%\n\n\nThe winner's active Pokemon is hooh. They had the following choices:\n0. /choose move sacredfire\n1. /choose move earthquake\n2. /choose switch gliscor\n3. /choose switch greninja\n4. /choose switch mienshao\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose switch greninja\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\n\nHere is the impact of the player's greninja moves and the hp range that the move will do:\nhydropump: 34% - 41%\ngunkshot: 40% - 47%\n\n\nHere is the impact of the opponent's samurotthisui moves and the hp range that the move will do:\nceaselessedge: 28% - 33%\n\n\nThe winner's active Pokemon is greninja. They had the following choices:\n0. /choose move hydropump\n1. /choose move gunkshot\n2. /choose switch gliscor\n3. /choose switch mienshao\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\n\nHere is the impact of the player's hooh moves and the hp range that the move will do:\nsacredfire: 37% - 44%\nearthquake: 6% - 7%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nwoodhammer: 15% - 18%\ngrassyglide: 7% - 8%\n\n\nThe winner's active Pokemon is hooh. They had the following choices:\n0. /choose move sacredfire\n1. /choose move earthquake\n2. /choose switch gliscor\n3. /choose switch greninja\n4. /choose switch mienshao\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 6% - 8%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 18% - 21%\n\n\nHere is the impact of the opponent's archaludon moves and the hp range that the move will do:\nswordsdance: 0 - 0\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 53% - 63%\n\n\nHere is the impact of the opponent's archaludon moves and the hp range that the move will do:\nswordsdance: 0 - 0\nironhead: 146% - 173%\noutrage: 217% - 257%\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch mienshao\n6. /choose switch hooh\n7. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\n\nHere is the impact of the player's mienshao moves and the hp range that the move will do:\nclosecombat: 39% - 46%\nfakeout: 4% - 5%\n\n\nHere is the impact of the opponent's pyroar moves and the hp range that the move will do:\nworkup: 0 - 0\nfireblast: 602% - 713%\n\n\nThe winner's active Pokemon is mienshao. They had the following choices:\n0. /choose move closecombat\n1. /choose move fakeout\n2. /choose switch gliscor\n3. /choose switch greninja\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move fakeout\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\n\nHere is the impact of the player's hooh moves and the hp range that the move will do:\nsacredfire: 6% - 7%\nearthquake: 17% - 21%\n\n\nHere is the impact of the opponent's pyroar moves and the hp range that the move will do:\nworkup: 0 - 0\nfireblast: 17% - 21%\nhypervoice: 29% - 34%\n\n\nThe winner's active Pokemon is hooh. They had the following choices:\n0. /choose move sacredfire\n1. /choose move earthquake\n2. /choose switch gliscor\n3. /choose switch greninja\n4. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 23% - 27%\n\n\nHere is the impact of the opponent's pyroar moves and the hp range that the move will do:\nworkup: 0 - 0\nfireblast: 145% - 172%\nhypervoice: 120% - 141%\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch greninja\n5. /choose switch hooh\n6. /choose switch copperajah\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in greninja.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\n\nHere is the impact of the player's hooh moves and the hp range that the move will do:\nsacredfire: 9% - 10%\nearthquake: 6% - 7%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\n\n\nThe winner's active Pokemon is hooh. They had the following choices:\n0. /choose move sacredfire\n1. /choose move earthquake\n2. /choose switch gliscor\n3. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move sacredfire\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\nturn 31\nmove p2a: Scream Tail Dazzling Gleam p1a: Ho-Oh\n-damage p1a: Ho-Oh 247/268\nmove p1a: Ho-Oh Sacred Fire p2a: Scream Tail\n-damage p2a: Scream Tail 165/330\n-weather none\n-end p2a: Scream Tail Protosynthesis\n-heal p2a: Scream Tail 185/330 [from] item: Leftovers\nturn 32\nswitch p1a: Gliscor Gliscor, L76, M 140/239 tox\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 205/330 [from] item: Leftovers\n-heal p1a: Gliscor 169/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 11% - 13%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\ndazzlinggleam: 42% - 50%\nencore: 0 - 0\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move toxic\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\nturn 31\nmove p2a: Scream Tail Dazzling Gleam p1a: Ho-Oh\n-damage p1a: Ho-Oh 247/268\nmove p1a: Ho-Oh Sacred Fire p2a: Scream Tail\n-damage p2a: Scream Tail 165/330\n-weather none\n-end p2a: Scream Tail Protosynthesis\n-heal p2a: Scream Tail 185/330 [from] item: Leftovers\nturn 32\nswitch p1a: Gliscor Gliscor, L76, M 140/239 tox\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 205/330 [from] item: Leftovers\n-heal p1a: Gliscor 169/239 tox [from] ability: Poison Heal\nturn 33\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom [miss]\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 198/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 34\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 227/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 172/288 tox [from] psn\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 9% - 10%\n\n\nHere is the impact of the opponent's rillaboom moves and the hp range that the move will do:\nwoodhammer: 46% - 55%\ngrassyglide: 21% - 25%\nuturn: 8% - 10%\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\nturn 31\nmove p2a: Scream Tail Dazzling Gleam p1a: Ho-Oh\n-damage p1a: Ho-Oh 247/268\nmove p1a: Ho-Oh Sacred Fire p2a: Scream Tail\n-damage p2a: Scream Tail 165/330\n-weather none\n-end p2a: Scream Tail Protosynthesis\n-heal p2a: Scream Tail 185/330 [from] item: Leftovers\nturn 32\nswitch p1a: Gliscor Gliscor, L76, M 140/239 tox\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 205/330 [from] item: Leftovers\n-heal p1a: Gliscor 169/239 tox [from] ability: Poison Heal\nturn 33\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom [miss]\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 198/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 34\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 227/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 172/288 tox [from] psn\nturn 35\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 168/239 tox\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Substitute [damage]\nswitch p2a: Scream Tail Scream Tail, L84 205/330 [from] U-turn\n-heal p2a: Scream Tail 225/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 245/330 [from] item: Leftovers\n-heal p1a: Gliscor 197/239 tox [from] ability: Poison Heal\nturn 36\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Scream Tail Encore p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Scream Tail 265/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 285/330 [from] item: Leftovers\n-heal p1a: Gliscor 226/239 tox [from] ability: Poison Heal\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 8% - 9%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\ndazzlinggleam: 31% - 37%\nencore: 0 - 0\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch hooh\n5. /choose switch copperajah\n\n\nThe winner chose to do the following:\n/choose switch hooh\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\nturn 31\nmove p2a: Scream Tail Dazzling Gleam p1a: Ho-Oh\n-damage p1a: Ho-Oh 247/268\nmove p1a: Ho-Oh Sacred Fire p2a: Scream Tail\n-damage p2a: Scream Tail 165/330\n-weather none\n-end p2a: Scream Tail Protosynthesis\n-heal p2a: Scream Tail 185/330 [from] item: Leftovers\nturn 32\nswitch p1a: Gliscor Gliscor, L76, M 140/239 tox\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 205/330 [from] item: Leftovers\n-heal p1a: Gliscor 169/239 tox [from] ability: Poison Heal\nturn 33\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom [miss]\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 198/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 34\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 227/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 172/288 tox [from] psn\nturn 35\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 168/239 tox\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Substitute [damage]\nswitch p2a: Scream Tail Scream Tail, L84 205/330 [from] U-turn\n-heal p2a: Scream Tail 225/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 245/330 [from] item: Leftovers\n-heal p1a: Gliscor 197/239 tox [from] ability: Poison Heal\nturn 36\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Scream Tail Encore p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Scream Tail 265/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 285/330 [from] item: Leftovers\n-heal p1a: Gliscor 226/239 tox [from] ability: Poison Heal\nturn 37\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 305/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 325/330 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 38\nswitch p1a: Copperajah Copperajah, L86, F 350/350\n-damage p1a: Copperajah 263/350 [from] Spikes\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] item: Leftovers\n\nHere is the impact of the player's copperajah moves and the hp range that the move will do:\nsuperpower: 2% - 2%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\nwish: 0 - 0\ndazzlinggleam: 12% - 15%\nencore: 0 - 0\n\n\nThe winner's active Pokemon is copperajah. They had the following choices:\n0. /choose move superpower\n1. /choose switch gliscor\n2. /choose switch hooh\n\n\nThe winner chose to do the following:\n/choose move superpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Gliscor Gliscor, L76, M 239/239\nswitch p2a: Rillaboom Rillaboom, L79, F 288/288\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 1\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-status p2a: Rillaboom tox\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-damage p1a: Gliscor 34/239\n-damage p2a: Rillaboom 220/288 tox [from] Recoil\n-heal p2a: Rillaboom 238/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 220/288 tox [from] psn\n-status p1a: Gliscor tox [from] item: Toxic Orb\nturn 2\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Gliscor Protect [still]\n-heal p1a: Gliscor 63/239 tox [from] ability: Poison Heal\nturn 3\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\n-heal p1a: Gliscor 92/239 tox [from] ability: Poison Heal\nturn 4\nswitch p1a: Greninja Greninja, L80, M 246/246\nmove p2a: Pyroar Work Up p2a: Pyroar\n-boost p2a: Pyroar atk 1\n-boost p2a: Pyroar spa 1\nturn 5\nswitch p2a: Samurott Samurott-Hisui, L77, M 265/265\nmove p1a: Greninja Hydro Pump p2a: Samurott\n-damage p2a: Samurott 166/265\n-damage p1a: Greninja 222/246 [from] item: Life Orb\n-heal p1a: Greninja 237/246 [from] Grassy Terrain\n-heal p2a: Samurott 182/265 [from] Grassy Terrain\n-fieldend move: Grassy Terrain\nturn 6\nswitch p1a: Mienshao Mienshao, L83, M 244/244\nmove p2a: Samurott Ceaseless Edge p1a: Mienshao\n-damage p1a: Mienshao 147/244\n-sidestart p1: hammy358 Spikes\nturn 7\nswitch p2a: Scream Tail Scream Tail, L84 330/330\nmove p1a: Mienshao Close Combat p2a: Scream Tail\n-damage p2a: Scream Tail 275/330\n-unboost p1a: Mienshao def 1\n-unboost p1a: Mienshao spd 1\n-heal p2a: Scream Tail 295/330 [from] item: Leftovers\nturn 8\nswitch p1a: Gliscor Gliscor, L76, M 92/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 315/330 [from] item: Leftovers\n-heal p1a: Gliscor 121/239 tox [from] ability: Poison Heal\nturn 9\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 220/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom\n-heal p2a: Rillaboom 288/288 tox [from] move: Wish [wisher] Scream Tail\n-heal p1a: Gliscor 150/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 270/288 tox [from] psn\nturn 10\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom Wood Hammer p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 288/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 179/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 252/288 tox [from] psn\nturn 11\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Wood Hammer p1a: Ho-Oh\n-damage p1a: Ho-Oh 190/268\n-damage p2a: Rillaboom 226/288 tox [from] Recoil\n-heal p2a: Rillaboom 244/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 12\nswitch p2a: Samurott Samurott-Hisui, L77, M 182/265\nmove p1a: Ho-Oh Sacred Fire p2a: Samurott\n-damage p2a: Samurott 124/265\n-status p2a: Samurott brn\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\nturn 13\nswitch p1a: Greninja Greninja, L80, M 237/246\n-damage p1a: Greninja 207/246 [from] Spikes\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 161/246\n-sidestart p1: hammy358 Spikes\n-heal p1a: Greninja 176/246 [from] Grassy Terrain\n-heal p2a: Samurott 140/265 brn [from] Grassy Terrain\n-damage p2a: Samurott 124/265 brn [from] brn\n-fieldend move: Grassy Terrain\nturn 14\nmove p1a: Greninja Gunk Shot p2a: Samurott [miss]\nmove p2a: Samurott Ceaseless Edge p1a: Greninja\n-damage p1a: Greninja 133/246\n-sidestart p1: hammy358 Spikes\n-damage p2a: Samurott 108/265 brn [from] brn\nturn 15\nmove p1a: Greninja Gunk Shot p2a: Samurott\n-damage p2a: Samurott 0 fnt\nfaint p2a: Samurott\n-ability p1a: Greninja Battle Bond boost\n-boost p1a: Greninja atk 1\n-boost p1a: Greninja spa 1\n-boost p1a: Greninja spe 1\n-activate p1a: Greninja ability: Battle Bond\n-damage p1a: Greninja 109/246 [from] item: Life Orb\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nturn 16\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Rillaboom Grassy Glide p1a: Ho-Oh\n-damage p1a: Ho-Oh 233/268\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 17\nswitch p2a: Scream Tail Scream Tail, L84 315/330\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 286/330\n-heal p2a: Scream Tail 306/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 326/330 [from] item: Leftovers\nturn 18\nswitch p1a: Gliscor Gliscor, L76, M 179/239 tox\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] Grassy Terrain\n-heal p1a: Gliscor 208/239 tox [from] ability: Poison Heal\nturn 19\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Archaludon Archaludon, L78, F 268/268\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 149/239 tox\n-heal p1a: Gliscor 178/239 tox [from] ability: Poison Heal\nturn 20\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Archaludon Swords Dance p2a: Archaludon\n-boost p2a: Archaludon atk 2\n-heal p1a: Gliscor 207/239 tox [from] ability: Poison Heal\n-fieldend move: Grassy Terrain\nturn 21\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 136/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Iron Head p1a: Gliscor\n-end p1a: Gliscor Substitute\n-heal p1a: Gliscor 236/239 tox [from] ability: Poison Heal\nturn 22\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 46/268\n-ability p2a: Archaludon Stamina boost\n-boost p2a: Archaludon def 1\nmove p2a: Archaludon Outrage p1a: Gliscor\n-damage p1a: Gliscor 53/239 tox\n-heal p1a: Gliscor 82/239 tox [from] ability: Poison Heal\nturn 23\nmove p1a: Gliscor Earthquake p2a: Archaludon\n-damage p2a: Archaludon 0 fnt\nfaint p2a: Archaludon\n-heal p1a: Gliscor 111/239 tox [from] ability: Poison Heal\nswitch p2a: Pyroar Pyroar, L88, M 295/295\n-ability p2a: Pyroar Unnerve\nturn 24\nswitch p1a: Mienshao Mienshao, L83, M 228/244\n-damage p1a: Mienshao 167/244 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Mienshao\n-damage p1a: Mienshao 52/244\n-status p1a: Mienshao brn\n-damage p1a: Mienshao 37/244 brn [from] brn\nturn 25\nmove p1a: Mienshao Fake Out p2a: Pyroar\n-damage p2a: Pyroar 276/295\ncant p2a: Pyroar flinch\n-damage p1a: Mienshao 22/244 brn [from] brn\nturn 26\nmove p2a: Pyroar Hyper Voice p1a: Mienshao\n-damage p1a: Mienshao 0 fnt\nfaint p1a: Mienshao\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 27\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Ho-Oh Earthquake p2a: Groudon\n-damage p2a: Groudon 209/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 225/263 [from] item: Leftovers\nturn 28\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nswitch p1a: Gliscor Gliscor, L76, M 111/239 tox\n-weather SunnyDay [upkeep]\n-heal p1a: Gliscor 140/239 tox [from] ability: Poison Heal\nturn 29\nswitch p1a: Greninja Greninja, L80, M 109/246\n-damage p1a: Greninja 48/246 [from] Spikes\nmove p2a: Pyroar Fire Blast p1a: Greninja\n-damage p1a: Greninja 0 fnt\nfaint p1a: Greninja\n-weather SunnyDay [upkeep]\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nturn 30\nswitch p2a: Scream Tail Scream Tail, L84 330/330\n-activate p2a: Scream Tail ability: Protosynthesis\n-start p2a: Scream Tail protosynthesisspd\nmove p1a: Ho-Oh Earthquake p2a: Scream Tail\n-damage p2a: Scream Tail 272/330\n-weather SunnyDay [upkeep]\n-heal p2a: Scream Tail 292/330 [from] item: Leftovers\nturn 31\nmove p2a: Scream Tail Dazzling Gleam p1a: Ho-Oh\n-damage p1a: Ho-Oh 247/268\nmove p1a: Ho-Oh Sacred Fire p2a: Scream Tail\n-damage p2a: Scream Tail 165/330\n-weather none\n-end p2a: Scream Tail Protosynthesis\n-heal p2a: Scream Tail 185/330 [from] item: Leftovers\nturn 32\nswitch p1a: Gliscor Gliscor, L76, M 140/239 tox\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 205/330 [from] item: Leftovers\n-heal p1a: Gliscor 169/239 tox [from] ability: Poison Heal\nturn 33\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Rillaboom Rillaboom, L79, F 190/288 tox\n-fieldstart move: Grassy Terrain [from] ability: Grassy Surge [of] p2a: Rillaboom\nmove p1a: Gliscor Toxic p2a: Rillaboom [miss]\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 198/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 190/288 tox [from] psn\nturn 34\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Rillaboom 208/288 tox [from] Grassy Terrain\n-heal p1a: Gliscor 227/239 tox [from] ability: Poison Heal\n-damage p2a: Rillaboom 172/288 tox [from] psn\nturn 35\nmove p1a: Gliscor Substitute p1a: Gliscor\n-start p1a: Gliscor Substitute\n-damage p1a: Gliscor 168/239 tox\nmove p2a: Rillaboom U-turn p1a: Gliscor\n-activate p1a: Gliscor move: Substitute [damage]\nswitch p2a: Scream Tail Scream Tail, L84 205/330 [from] U-turn\n-heal p2a: Scream Tail 225/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 245/330 [from] item: Leftovers\n-heal p1a: Gliscor 197/239 tox [from] ability: Poison Heal\nturn 36\nmove p1a: Gliscor Protect p1a: Gliscor\n-singleturn p1a: Gliscor Protect\nmove p2a: Scream Tail Encore p1a: Gliscor\n-activate p1a: Gliscor move: Protect\n-heal p2a: Scream Tail 265/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 285/330 [from] item: Leftovers\n-heal p1a: Gliscor 226/239 tox [from] ability: Poison Heal\nturn 37\nswitch p1a: Ho-Oh Ho-Oh, L71 268/268\nmove p2a: Scream Tail Encore [still]\n-heal p2a: Scream Tail 305/330 [from] Grassy Terrain\n-heal p2a: Scream Tail 325/330 [from] item: Leftovers\n-fieldend move: Grassy Terrain\nturn 38\nswitch p1a: Copperajah Copperajah, L86, F 350/350\n-damage p1a: Copperajah 263/350 [from] Spikes\nmove p2a: Scream Tail Wish p2a: Scream Tail\n-heal p2a: Scream Tail 330/330 [from] item: Leftovers\nturn 39\n-end p2a: Scream Tail Protosynthesis [silent]\nswitch p2a: Pyroar Pyroar, L88, M 276/295\n-ability p2a: Pyroar Unnerve\nmove p1a: Copperajah Superpower p2a: Pyroar\n-damage p2a: Pyroar 0 fnt\n-unboost p1a: Copperajah atk 1\n-unboost p1a: Copperajah def 1\nfaint p2a: Pyroar\n-damage p1a: Copperajah 228/350 [from] item: Life Orb\nswitch p2a: Groudon Groudon, L72 225/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nturn 40\n-terastallize p2a: Groudon Fire\nmove p2a: Groudon Heat Crash p1a: Copperajah\n-damage p1a: Copperajah 0 fnt\nfaint p1a: Copperajah\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 241/263 [from] item: Leftovers\nswitch p1a: Gliscor Gliscor, L76, M 226/239 tox\n\nHere is the impact of the player's gliscor moves and the hp range that the move will do:\ntoxic: 0 - 0\nprotect: 0 - 0\nsubstitute: 0 - 0\nearthquake: 21% - 25%\n\n\nHere is the impact of the opponent's groudon moves and the hp range that the move will do:\nheatcrash: 45% - 54%\n\n\nThe winner's active Pokemon is gliscor. They had the following choices:\n0. /choose move toxic\n1. /choose move protect\n2. /choose move substitute\n3. /choose move earthquake\n4. /choose switch hooh\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,355
gen9randombattle-2152514834
2,199
|badge|p2|bronze|gen9randombattle|100-1 |html|<div class="broadcast-red"><strong>This battle is required to be public due to one or more player having a season medal.</strong><br />During the public phase, you can discuss the state of the ladder <a href="/seasondiscussion">in a special chatroom.</a></div> |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |raw|<div class="broadcast-blue"><strong>This battle is required to be public due to a player having a name starting with 'medal'.</div> |j|☆quackmoobaguette |j|☆LibraLegend |t:|1719721941 |gametype|singles |player|p1|quackmoobaguette|pokekid|2279 |player|p2|LibraLegend|boarder|2339 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1719721941 |start |switch|p1a: Scream Tail|Scream Tail, L84|330/330 |switch|p2a: Goodra|Goodra, L85, M|292/292 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by LibraLegend) | |t:|1719721973 |switch|p2a: Muk|Muk, L86, M|321/321 |move|p1a: Scream Tail|Dazzling Gleam|p2a: Muk |-resisted|p2a: Muk |-damage|p2a: Muk|304/321 | |upkeep |turn|2 | |t:|1719721982 |-end|p1a: Scream Tail|Protosynthesis|[silent] |switch|p1a: Garganacl|Garganacl, L80, M|291/291 |move|p2a: Muk|Knock Off|p1a: Garganacl |-damage|p1a: Garganacl|230/291 |-enditem|p1a: Garganacl|Leftovers|[from] move: Knock Off|[of] p2a: Muk | |upkeep |turn|3 |inactive|LibraLegend has 120 seconds left. | |t:|1719722040 |move|p2a: Muk|Drain Punch|p1a: Garganacl |-supereffective|p1a: Garganacl |-damage|p1a: Garganacl|142/291 |-heal|p2a: Muk|321/321|[from] drain|[of] p1a: Garganacl |move|p1a: Garganacl|Salt Cure|p2a: Muk |-damage|p2a: Muk|273/321 |-start|p2a: Muk|Salt Cure | |-damage|p2a: Muk|233/321|[from] Salt Cure |upkeep |turn|4 |j| OfManITaste | |t:|1719722052 |switch|p2a: Regigigas|Regigigas, L84|322/322 |-start|p2a: Regigigas|ability: Slow Start |move|p1a: Garganacl|Recover|p1a: Garganacl |-heal|p1a: Garganacl|288/291 | |upkeep |turn|5 | |t:|1719722066 |move|p2a: Regigigas|Substitute|p2a: Regigigas |-start|p2a: Regigigas|Substitute |-damage|p2a: Regigigas|242/322 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|2 | |-heal|p2a: Regigigas|262/322|[from] item: Leftovers |upkeep |turn|6 |inactive|quackmoobaguette has 120 seconds left. | |t:|1719722119 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Garganacl|Body Press|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |-heal|p2a: Regigigas|282/322|[from] item: Leftovers |upkeep |turn|7 |inactive|LibraLegend has 90 seconds left. |inactive|quackmoobaguette has 90 seconds left. | |t:|1719722156 |-terastallize|p2a: Regigigas|Ghost |move|p2a: Regigigas|Knock Off|p1a: Garganacl |-damage|p1a: Garganacl|273/291 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|2 | |-heal|p2a: Regigigas|302/322|[from] item: Leftovers |upkeep |turn|8 |inactive|quackmoobaguette has 90 seconds left. |inactive|quackmoobaguette has 60 seconds left. | |t:|1719722201 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Garganacl|Salt Cure|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |-heal|p2a: Regigigas|322/322|[from] item: Leftovers |upkeep |turn|9 | |t:|1719722206 |move|p2a: Regigigas|Knock Off|p1a: Garganacl |-damage|p1a: Garganacl|263/291 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|2 | |-end|p2a: Regigigas|Slow Start |upkeep |turn|10 | |t:|1719722216 |move|p2a: Regigigas|Knock Off|p1a: Garganacl |-damage|p1a: Garganacl|248/291 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|0 | |upkeep |turn|11 | |t:|1719722221 |move|p2a: Regigigas|Body Slam|p1a: Garganacl |-resisted|p1a: Garganacl |-damage|p1a: Garganacl|234/291 |move|p1a: Garganacl|Salt Cure|p2a: Regigigas |-activate|p2a: Regigigas|move: Substitute|[damage] | |upkeep |turn|12 |inactive|quackmoobaguette has 90 seconds left. | |t:|1719722230 |move|p2a: Regigigas|Knock Off|p1a: Garganacl |-damage|p1a: Garganacl|220/291 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|0 | |upkeep |turn|13 | |t:|1719722239 |move|p2a: Regigigas|Knock Off|p1a: Garganacl |-crit|p1a: Garganacl |-damage|p1a: Garganacl|139/291 |move|p1a: Garganacl|Salt Cure|p2a: Regigigas |-activate|p2a: Regigigas|move: Substitute|[damage] | |upkeep |turn|14 | |t:|1719722247 |move|p2a: Regigigas|Body Slam|p1a: Garganacl |-resisted|p1a: Garganacl |-damage|p1a: Garganacl|127/291 |move|p1a: Garganacl|Recover|p1a: Garganacl |-heal|p1a: Garganacl|273/291 | |upkeep |turn|15 |inactive|quackmoobaguette has 90 seconds left. | |t:|1719722294 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Garganacl|Salt Cure|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |upkeep |turn|16 |inactive|LibraLegend has 120 seconds left. | |t:|1719722306 |move|p2a: Regigigas|Body Slam|p1a: Garganacl |-resisted|p1a: Garganacl |-damage|p1a: Garganacl|259/291 |move|p1a: Garganacl|Salt Cure|p2a: Regigigas |-end|p2a: Regigigas|Substitute | |upkeep |turn|17 |inactive|LibraLegend has 120 seconds left. | |t:|1719722317 |switch|p1a: Scream Tail|Scream Tail, L84|330/330 |move|p2a: Regigigas|Substitute|p2a: Regigigas |-start|p2a: Regigigas|Substitute |-damage|p2a: Regigigas|242/322 | |-heal|p2a: Regigigas|262/322|[from] item: Leftovers |upkeep |turn|18 |inactive|LibraLegend has 120 seconds left. |j| porygon65 | |t:|1719722332 |move|p1a: Scream Tail|Encore|p2a: Regigigas |-start|p2a: Regigigas|Encore |move|p2a: Regigigas|Substitute|p2a: Regigigas |-fail|p2a: Regigigas|move: Substitute | |-heal|p2a: Regigigas|282/322|[from] item: Leftovers |upkeep |turn|19 | |t:|1719722342 |-end|p1a: Scream Tail|Protosynthesis|[silent] |switch|p1a: Garganacl|Garganacl, L80, M|259/291 |move|p2a: Regigigas|Substitute|p2a: Regigigas |-fail|p2a: Regigigas|move: Substitute | |-heal|p2a: Regigigas|302/322|[from] item: Leftovers |upkeep |turn|20 |inactive|LibraLegend has 120 seconds left. | |t:|1719722352 |switch|p1a: Scream Tail|Scream Tail, L84|330/330 |move|p2a: Regigigas|Substitute|p2a: Regigigas |-fail|p2a: Regigigas|move: Substitute | |-heal|p2a: Regigigas|322/322|[from] item: Leftovers |-end|p2a: Regigigas|Encore |upkeep |turn|21 |inactive|LibraLegend has 120 seconds left. | |t:|1719722369 |-end|p2a: Regigigas|Slow Start|[silent] |switch|p2a: Muk|Muk, L86, M|233/321 |move|p1a: Scream Tail|Encore||[still] |-fail|p1a: Scream Tail | |upkeep |turn|22 |inactive|quackmoobaguette has 120 seconds left. |inactive|LibraLegend has 120 seconds left. | |t:|1719722385 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Muk|Drain Punch|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |upkeep |turn|23 | |t:|1719722393 |move|p1a: Scream Tail|Encore|p2a: Muk |-start|p2a: Muk|Encore |move|p2a: Muk|Drain Punch|p1a: Scream Tail |-resisted|p1a: Scream Tail |-damage|p1a: Scream Tail|316/330 |-heal|p2a: Muk|240/321|[from] drain|[of] p1a: Scream Tail | |-heal|p1a: Scream Tail|330/330|[from] item: Leftovers |upkeep |turn|24 |inactive|LibraLegend has 120 seconds left. | |t:|1719722410 |-end|p1a: Scream Tail|Protosynthesis|[silent] |switch|p1a: Eelektross|Eelektross, L87, M|290/290 |move|p2a: Muk|Drain Punch|p1a: Eelektross |-damage|p1a: Eelektross|232/290 |-heal|p2a: Muk|269/321|[from] drain|[of] p1a: Eelektross |-status|p1a: Eelektross|psn|[from] ability: Poison Touch|[of] p2a: Muk | |-damage|p1a: Eelektross|196/290 psn|[from] psn |upkeep |turn|25 |inactive|LibraLegend has 120 seconds left. |inactive|LibraLegend has 90 seconds left. | |t:|1719722464 |move|p1a: Eelektross|Knock Off|p2a: Muk |-damage|p2a: Muk|174/321 |-enditem|p2a: Muk|Assault Vest|[from] move: Knock Off|[of] p1a: Eelektross |move|p2a: Muk|Drain Punch|p1a: Eelektross |-damage|p1a: Eelektross|138/290 psn |-heal|p2a: Muk|203/321|[from] drain|[of] p1a: Eelektross | |-damage|p1a: Eelektross|102/290 psn|[from] psn |-end|p2a: Muk|Encore |upkeep |turn|26 | |t:|1719722479 |switch|p2a: Goodra|Goodra, L85, M|292/292 |move|p1a: Eelektross|Discharge|p2a: Goodra |-resisted|p2a: Goodra |-damage|p2a: Goodra|271/292 | |-damage|p1a: Eelektross|66/290 psn|[from] psn |upkeep |turn|27 | |t:|1719722493 |move|p2a: Goodra|Sludge Bomb|p1a: Eelektross |-damage|p1a: Eelektross|13/290 psn |move|p1a: Eelektross|Knock Off|p2a: Goodra |-damage|p2a: Goodra|175/292 |-enditem|p2a: Goodra|Assault Vest|[from] move: Knock Off|[of] p1a: Eelektross | |-damage|p1a: Eelektross|0 fnt|[from] psn |faint|p1a: Eelektross |upkeep | |t:|1719722510 |switch|p1a: Braviary|Braviary, L85, M|309/309 |turn|28 |inactive|LibraLegend has 90 seconds left. | |t:|1719722526 |move|p2a: Goodra|Draco Meteor|p1a: Braviary |-damage|p1a: Braviary|143/309 |-unboost|p2a: Goodra|spa|2 |move|p1a: Braviary|Brave Bird|p2a: Goodra |-damage|p2a: Goodra|0 fnt |faint|p2a: Goodra |-damage|p1a: Braviary|85/309|[from] Recoil | |upkeep | |t:|1719722540 |switch|p2a: Mienshao|Mienshao, L83, M|243/243 |turn|29 |l| porygon65 | |t:|1719722562 |move|p2a: Mienshao|Knock Off|p1a: Braviary |-damage|p1a: Braviary|0 fnt |-enditem|p1a: Braviary|Heavy-Duty Boots|[from] move: Knock Off|[of] p2a: Mienshao |faint|p1a: Braviary | |upkeep | |t:|1719722568 |switch|p1a: Regieleki|Regieleki, L78|253/253 |turn|30 | |t:|1719722578 |move|p1a: Regieleki|Volt Switch|p2a: Mienshao |-damage|p2a: Mienshao|102/243 | |t:|1719722591 |switch|p1a: Virizion|Virizion, L82|283/283|[from] Volt Switch |move|p2a: Mienshao|Knock Off|p1a: Virizion |-resisted|p1a: Virizion |-damage|p1a: Virizion|213/283 |-ability|p1a: Virizion|Justified|boost |-boost|p1a: Virizion|atk|1 |-enditem|p1a: Virizion|Life Orb|[from] move: Knock Off|[of] p2a: Mienshao | |upkeep |turn|31 |inactive|LibraLegend has 90 seconds left. | |t:|1719722607 |switch|p2a: Swalot|Swalot, L90, M|326/326 |move|p1a: Virizion|Swords Dance|p1a: Virizion |-boost|p1a: Virizion|atk|2 | |upkeep |turn|32 |inactive|LibraLegend has 90 seconds left. |inactive|quackmoobaguette has 120 seconds left. |inactive|quackmoobaguette has 90 seconds left. | |t:|1719722668 |-terastallize|p1a: Virizion|Rock |move|p1a: Virizion|Stone Edge|p2a: Swalot|[miss] |-miss|p1a: Virizion|p2a: Swalot |move|p2a: Swalot|Earthquake|p1a: Virizion |-supereffective|p1a: Virizion |-damage|p1a: Virizion|43/283 | |upkeep |turn|33 |inactive|LibraLegend has 60 seconds left. | |t:|1719722684 |switch|p2a: Muk|Muk, L86, M|203/321 |move|p1a: Virizion|Stone Edge|p2a: Muk |-damage|p2a: Muk|0 fnt |faint|p2a: Muk | |upkeep |inactive|LibraLegend has 60 seconds left. | |t:|1719722718 |switch|p2a: Regigigas|Regigigas, L84, tera:Ghost|322/322 |-start|p2a: Regigigas|ability: Slow Start |turn|34 |inactive|LibraLegend has 30 seconds left. | |t:|1719722737 |move|p1a: Virizion|Leaf Blade|p2a: Regigigas |-damage|p2a: Regigigas|154/322 |move|p2a: Regigigas|Body Slam|p1a: Virizion |-resisted|p1a: Virizion |-crit|p1a: Virizion |-damage|p1a: Virizion|0 fnt |faint|p1a: Virizion | |-heal|p2a: Regigigas|174/322|[from] item: Leftovers |upkeep | |t:|1719722744 |switch|p1a: Regieleki|Regieleki, L78|253/253 |turn|35 | |t:|1719722754 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Regieleki|Thunderbolt|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |-heal|p2a: Regigigas|194/322|[from] item: Leftovers |upkeep |turn|36 |inactive|quackmoobaguette has 120 seconds left. | |t:|1719722763 |move|p1a: Regieleki|Thunderbolt|p2a: Regigigas |-damage|p2a: Regigigas|86/322 |move|p2a: Regigigas|Knock Off|p1a: Regieleki |-damage|p1a: Regieleki|167/253 |-enditem|p1a: Regieleki|Magnet|[from] move: Knock Off|[of] p2a: Regigigas | |-heal|p2a: Regigigas|106/322|[from] item: Leftovers |upkeep |turn|37 | |t:|1719722775 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Regieleki|Volt Switch|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |-heal|p2a: Regigigas|126/322|[from] item: Leftovers |upkeep |turn|38 | |t:|1719722792 |move|p1a: Regieleki|Thunderbolt|p2a: Regigigas |-damage|p2a: Regigigas|30/322 |move|p2a: Regigigas|Body Slam|p1a: Regieleki |-damage|p1a: Regieleki|56/253 | |-heal|p2a: Regigigas|50/322|[from] item: Leftovers |-end|p2a: Regigigas|Slow Start |upkeep |turn|39 |inactive|LibraLegend has 30 seconds left. | |t:|1719722813 |move|p2a: Regigigas|Protect|p2a: Regigigas |-singleturn|p2a: Regigigas|Protect |move|p1a: Regieleki|Thunderbolt|p2a: Regigigas |-activate|p2a: Regigigas|move: Protect | |-heal|p2a: Regigigas|70/322|[from] item: Leftovers |upkeep |turn|40 | |t:|1719722823 |move|p2a: Regigigas|Protect||[still] |-fail|p2a: Regigigas |move|p1a: Regieleki|Thunderbolt|p2a: Regigigas |-damage|p2a: Regigigas|0 fnt |faint|p2a: Regigigas |-end|p2a: Regigigas|Slow Start|[silent] | |upkeep |inactive|LibraLegend has 30 seconds left. | |t:|1719722835 |switch|p2a: Swalot|Swalot, L90, M|326/326 |turn|41 |inactive|LibraLegend has 30 seconds left. | |t:|1719722846 |move|p1a: Regieleki|Volt Switch|p2a: Swalot |-damage|p2a: Swalot|239/326 | |t:|1719722854 |switch|p1a: Garganacl|Garganacl, L80, M|259/291|[from] Volt Switch |move|p2a: Swalot|Swords Dance|p2a: Swalot |-boost|p2a: Swalot|atk|2 | |-heal|p2a: Swalot|259/326|[from] item: Leftovers |upkeep |turn|42 | |t:|1719722865 |move|p2a: Swalot|Earthquake|p1a: Garganacl |-supereffective|p1a: Garganacl |-damage|p1a: Garganacl|53/291 |move|p1a: Garganacl|Iron Defense|p1a: Garganacl |-boost|p1a: Garganacl|def|2 | |-heal|p2a: Swalot|279/326|[from] item: Leftovers |upkeep |turn|43 | |t:|1719722874 |move|p2a: Swalot|Earthquake|p1a: Garganacl |-supereffective|p1a: Garganacl |-damage|p1a: Garganacl|0 fnt |faint|p1a: Garganacl | |-heal|p2a: Swalot|299/326|[from] item: Leftovers |upkeep | |t:|1719722876 |switch|p1a: Regieleki|Regieleki, L78|56/253 |turn|44 | |t:|1719722889 |move|p1a: Regieleki|Thunderbolt|p2a: Swalot |-damage|p2a: Swalot|199/326 |move|p2a: Swalot|Earthquake|p1a: Regieleki |-supereffective|p1a: Regieleki |-damage|p1a: Regieleki|0 fnt |faint|p1a: Regieleki | |-heal|p2a: Swalot|219/326|[from] item: Leftovers |upkeep | |t:|1719722892 |switch|p1a: Scream Tail|Scream Tail, L84|330/330 |turn|45 | |t:|1719722899 |move|p1a: Scream Tail|Encore|p2a: Swalot |-start|p2a: Swalot|Encore |move|p2a: Swalot|Earthquake|p1a: Scream Tail |-damage|p1a: Scream Tail|207/330 | |-heal|p1a: Scream Tail|227/330|[from] item: Leftovers |-heal|p2a: Swalot|239/326|[from] item: Leftovers |upkeep |turn|46 | |t:|1719722903 |move|p1a: Scream Tail|Dazzling Gleam|p2a: Swalot |-resisted|p2a: Swalot |-crit|p2a: Swalot |-damage|p2a: Swalot|191/326 |move|p2a: Swalot|Earthquake|p1a: Scream Tail |-damage|p1a: Scream Tail|116/330 | |-heal|p1a: Scream Tail|136/330|[from] item: Leftovers |-heal|p2a: Swalot|211/326|[from] item: Leftovers |upkeep |turn|47 | |t:|1719722909 |move|p1a: Scream Tail|Wish|p1a: Scream Tail |move|p2a: Swalot|Earthquake|p1a: Scream Tail |-damage|p1a: Scream Tail|7/330 | |-heal|p1a: Scream Tail|27/330|[from] item: Leftovers |-heal|p2a: Swalot|231/326|[from] item: Leftovers |-end|p2a: Swalot|Encore |upkeep |turn|48 | |t:|1719722916 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Swalot|Gunk Shot|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |-heal|p1a: Scream Tail|192/330|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Scream Tail|212/330|[from] item: Leftovers |-heal|p2a: Swalot|251/326|[from] item: Leftovers |upkeep |turn|49 | |t:|1719722921 |move|p1a: Scream Tail|Dazzling Gleam|p2a: Swalot |-resisted|p2a: Swalot |-damage|p2a: Swalot|220/326 |move|p2a: Swalot|Gunk Shot|p1a: Scream Tail |-supereffective|p1a: Scream Tail |-damage|p1a: Scream Tail|0 fnt |faint|p1a: Scream Tail |-end|p1a: Scream Tail|Protosynthesis|[silent] | |win|LibraLegend |raw|quackmoobaguette's rating: 2212 &rarr; <strong>2199</strong><br />(-13 for losing) |raw|LibraLegend's rating: 2339 &rarr; <strong>2352</strong><br />(+13 for winning) |l|☆quackmoobaguette |player|p1| |c|☆LibraLegend|gg |l| OfManITaste
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\n\nHere is the impact of the player's goodra moves and the hp range that the move will do:\nsludgebomb: 10% - 12%\ndracometeor: 0 - 0\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is goodra. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dracometeor\n2. /choose switch muk\n3. /choose switch regigigas\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose switch muk\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\n\nHere is the impact of the player's muk moves and the hp range that the move will do:\nknockoff: 5% - 6%\ndrainpunch: 13% - 15%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is muk. They had the following choices:\n0. /choose move knockoff\n1. /choose move drainpunch\n2. /choose switch goodra\n3. /choose switch regigigas\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 6% - 7%\nbodyslam: 6% - 7%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose move substitute terastallize\n5. /choose move protect terastallize\n6. /choose move knockoff terastallize\n7. /choose move bodyslam terastallize\n8. /choose switch goodra\n9. /choose switch muk\n10. /choose switch mienshao\n11. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 3% - 3%\nbodyslam: 3% - 3%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 10% - 13%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 72% - 85%\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose move substitute terastallize\n5. /choose move protect terastallize\n6. /choose move knockoff terastallize\n7. /choose move bodyslam terastallize\n8. /choose switch goodra\n9. /choose switch muk\n10. /choose switch mienshao\n11. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 2% - 2%\nbodyslam: 2% - 2%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 1% - 2%\nbodyslam: 1% - 2%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 2% - 2%\nbodyslam: 1% - 2%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 1% - 2%\nbodyslam: 1% - 2%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 1% - 2%\nbodyslam: 1% - 2%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 9% - 11%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 5% - 6%\nbodyslam: 11% - 13%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 17% - 20%\nencore: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move substitute\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 5% - 6%\nbodyslam: 11% - 13%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 14% - 17%\nencore: 0 - 0\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch goodra\n5. /choose switch muk\n6. /choose switch mienshao\n7. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose switch muk\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\n\nHere is the impact of the player's muk moves and the hp range that the move will do:\nknockoff: 4% - 5%\ndrainpunch: 1% - 1%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 10% - 12%\nencore: 0 - 0\nprotect: 0 - 0\n\n\nThe winner's active Pokemon is muk. They had the following choices:\n0. /choose move knockoff\n1. /choose move drainpunch\n2. /choose switch goodra\n3. /choose switch regigigas\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\n\nHere is the impact of the player's muk moves and the hp range that the move will do:\nknockoff: 9% - 11%\ndrainpunch: 10% - 12%\n\n\nHere is the impact of the opponent's eelektross moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is muk. They had the following choices:\n0. /choose move knockoff\n1. /choose move drainpunch\n2. /choose switch goodra\n3. /choose switch regigigas\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\n\nHere is the impact of the player's goodra moves and the hp range that the move will do:\nsludgebomb: 39% - 46%\ndracometeor: 85% - 101%\n\n\nHere is the impact of the opponent's eelektross moves and the hp range that the move will do:\nknockoff: 22% - 27%\ndischarge: 10% - 12%\n\n\nThe winner's active Pokemon is goodra. They had the following choices:\n0. /choose move sludgebomb\n1. /choose move dracometeor\n2. /choose switch muk\n3. /choose switch regigigas\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move sludgebomb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\n\nHere is the impact of the player's mienshao moves and the hp range that the move will do:\nknockoff: 23% - 28%\n\n\nHere is the impact of the opponent's braviary moves and the hp range that the move will do:\nbravebird: 167% - 198%\n\n\nThe winner's active Pokemon is mienshao. They had the following choices:\n0. /choose move knockoff\n1. /choose switch muk\n2. /choose switch regigigas\n3. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\n\nHere is the impact of the player's mienshao moves and the hp range that the move will do:\nknockoff: 5% - 6%\n\n\nHere is the impact of the opponent's virizion moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is mienshao. They had the following choices:\n0. /choose move knockoff\n1. /choose switch muk\n2. /choose switch regigigas\n3. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose switch swalot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 127% - 150%\nswordsdance: 0 - 0\ngunkshot: 56% - 67%\n\n\nHere is the impact of the opponent's virizion moves and the hp range that the move will do:\nswordsdance: 0 - 0\nstoneedge: 65% - 77%\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch muk\n4. /choose switch regigigas\n5. /choose switch mienshao\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in muk.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 18% - 21%\nbodyslam: 35% - 42%\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 38% - 45%\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 27% - 32%\nbodyslam: 54% - 63%\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 63% - 74%\nthunderbolt: 80% - 96%\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\n\nHere is the impact of the player's regigigas moves and the hp range that the move will do:\nsubstitute: 0 - 0\nprotect: 0 - 0\nknockoff: 82% - 97%\nbodyslam: 161% - 190%\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 134% - 158%\nthunderbolt: 170% - 204%\n\n\nThe winner's active Pokemon is regigigas. They had the following choices:\n0. /choose move substitute\n1. /choose move protect\n2. /choose move knockoff\n3. /choose move bodyslam\n4. /choose switch mienshao\n5. /choose switch swalot\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\nturn 39\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 70/322 [from] item: Leftovers\nturn 40\nmove p2a: Regigigas Protect [still]\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 0 fnt\nfaint p2a: Regigigas\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Swalot Swalot, L90, M 326/326\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 151% - 178%\nswordsdance: 0 - 0\ngunkshot: 134% - 159%\n\n\nHere is the impact of the opponent's regieleki moves and the hp range that the move will do:\nvoltswitch: 24% - 28%\nthunderbolt: 31% - 36%\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\nturn 39\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 70/322 [from] item: Leftovers\nturn 40\nmove p2a: Regigigas Protect [still]\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 0 fnt\nfaint p2a: Regigigas\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Swalot Swalot, L90, M 326/326\nturn 41\nmove p1a: Regieleki Volt Switch p2a: Swalot\n-damage p2a: Swalot 239/326\nswitch p1a: Garganacl Garganacl, L80, M 259/291 [from] Volt Switch\nmove p2a: Swalot Swords Dance p2a: Swalot\n-boost p2a: Swalot atk 2\n-heal p2a: Swalot 259/326 [from] item: Leftovers\nturn 42\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 53/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Swalot 279/326 [from] item: Leftovers\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 61% - 74%\nswordsdance: 0 - 0\ngunkshot: 28% - 33%\n\n\nHere is the impact of the opponent's garganacl moves and the hp range that the move will do:\nsaltcure: 13% - 16%\nrecover: 0 - 0\nirondefense: 0 - 0\nbodypress: 21% - 25%\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\nturn 39\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 70/322 [from] item: Leftovers\nturn 40\nmove p2a: Regigigas Protect [still]\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 0 fnt\nfaint p2a: Regigigas\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Swalot Swalot, L90, M 326/326\nturn 41\nmove p1a: Regieleki Volt Switch p2a: Swalot\n-damage p2a: Swalot 239/326\nswitch p1a: Garganacl Garganacl, L80, M 259/291 [from] Volt Switch\nmove p2a: Swalot Swords Dance p2a: Swalot\n-boost p2a: Swalot atk 2\n-heal p2a: Swalot 259/326 [from] item: Leftovers\nturn 42\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 53/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Swalot 279/326 [from] item: Leftovers\nturn 43\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 0 fnt\nfaint p1a: Garganacl\n-heal p2a: Swalot 299/326 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 56/253\nturn 44\nmove p1a: Regieleki Thunderbolt p2a: Swalot\n-damage p2a: Swalot 199/326\nmove p2a: Swalot Earthquake p1a: Regieleki\n-damage p1a: Regieleki 0 fnt\nfaint p1a: Regieleki\n-heal p2a: Swalot 219/326 [from] item: Leftovers\nswitch p1a: Scream Tail Scream Tail, L84 330/330\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 10% - 12%\nswordsdance: 0 - 0\ngunkshot: 37% - 44%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 12% - 15%\nencore: 0 - 0\nprotect: 0 - 0\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\nturn 39\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 70/322 [from] item: Leftovers\nturn 40\nmove p2a: Regigigas Protect [still]\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 0 fnt\nfaint p2a: Regigigas\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Swalot Swalot, L90, M 326/326\nturn 41\nmove p1a: Regieleki Volt Switch p2a: Swalot\n-damage p2a: Swalot 239/326\nswitch p1a: Garganacl Garganacl, L80, M 259/291 [from] Volt Switch\nmove p2a: Swalot Swords Dance p2a: Swalot\n-boost p2a: Swalot atk 2\n-heal p2a: Swalot 259/326 [from] item: Leftovers\nturn 42\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 53/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Swalot 279/326 [from] item: Leftovers\nturn 43\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 0 fnt\nfaint p1a: Garganacl\n-heal p2a: Swalot 299/326 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 56/253\nturn 44\nmove p1a: Regieleki Thunderbolt p2a: Swalot\n-damage p2a: Swalot 199/326\nmove p2a: Swalot Earthquake p1a: Regieleki\n-damage p1a: Regieleki 0 fnt\nfaint p1a: Regieleki\n-heal p2a: Swalot 219/326 [from] item: Leftovers\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nturn 45\nmove p1a: Scream Tail Encore p2a: Swalot\n-start p2a: Swalot Encore\nmove p2a: Swalot Earthquake p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\n-heal p1a: Scream Tail 227/330 [from] item: Leftovers\n-heal p2a: Swalot 239/326 [from] item: Leftovers\nturn 46\nmove p1a: Scream Tail Dazzling Gleam p2a: Swalot\n-damage p2a: Swalot 191/326\nmove p2a: Swalot Earthquake p1a: Scream Tail\n-damage p1a: Scream Tail 116/330\n-heal p1a: Scream Tail 136/330 [from] item: Leftovers\n-heal p2a: Swalot 211/326 [from] item: Leftovers\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 25% - 30%\nswordsdance: 0 - 0\ngunkshot: 91% - 107%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 13% - 15%\nencore: 0 - 0\nprotect: 0 - 0\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Goodra Goodra, L85, M 292/292\nturn 1\nswitch p2a: Muk Muk, L86, M 321/321\nmove p1a: Scream Tail Dazzling Gleam p2a: Muk\n-damage p2a: Muk 304/321\nturn 2\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 291/291\nmove p2a: Muk Knock Off p1a: Garganacl\n-damage p1a: Garganacl 230/291\n-enditem p1a: Garganacl Leftovers [from] move: Knock Off [of] p2a: Muk\nturn 3\nmove p2a: Muk Drain Punch p1a: Garganacl\n-damage p1a: Garganacl 142/291\n-heal p2a: Muk 321/321 [from] drain [of] p1a: Garganacl\nmove p1a: Garganacl Salt Cure p2a: Muk\n-damage p2a: Muk 273/321\n-start p2a: Muk Salt Cure\n-damage p2a: Muk 233/321 [from] Salt Cure\nturn 4\nswitch p2a: Regigigas Regigigas, L84 322/322\n-start p2a: Regigigas ability: Slow Start\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 288/291\nturn 5\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 6\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Body Press p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 7\n-terastallize p2a: Regigigas Ghost\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 273/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 8\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\nturn 9\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 263/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-end p2a: Regigigas Slow Start\nturn 10\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 248/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 11\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 234/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 12\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 220/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 0\nturn 13\nmove p2a: Regigigas Knock Off p1a: Garganacl\n-damage p1a: Garganacl 139/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Substitute [damage]\nturn 14\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 127/291\nmove p1a: Garganacl Recover p1a: Garganacl\n-heal p1a: Garganacl 273/291\nturn 15\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-activate p2a: Regigigas move: Protect\nturn 16\nmove p2a: Regigigas Body Slam p1a: Garganacl\n-damage p1a: Garganacl 259/291\nmove p1a: Garganacl Salt Cure p2a: Regigigas\n-end p2a: Regigigas Substitute\nturn 17\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-start p2a: Regigigas Substitute\n-damage p2a: Regigigas 242/322\n-heal p2a: Regigigas 262/322 [from] item: Leftovers\nturn 18\nmove p1a: Scream Tail Encore p2a: Regigigas\n-start p2a: Regigigas Encore\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 282/322 [from] item: Leftovers\nturn 19\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Garganacl Garganacl, L80, M 259/291\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 302/322 [from] item: Leftovers\nturn 20\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nmove p2a: Regigigas Substitute p2a: Regigigas\n-heal p2a: Regigigas 322/322 [from] item: Leftovers\n-end p2a: Regigigas Encore\nturn 21\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Muk Muk, L86, M 233/321\nmove p1a: Scream Tail Encore [still]\nturn 22\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\nturn 23\nmove p1a: Scream Tail Encore p2a: Muk\n-start p2a: Muk Encore\nmove p2a: Muk Drain Punch p1a: Scream Tail\n-damage p1a: Scream Tail 316/330\n-heal p2a: Muk 240/321 [from] drain [of] p1a: Scream Tail\n-heal p1a: Scream Tail 330/330 [from] item: Leftovers\nturn 24\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Eelektross Eelektross, L87, M 290/290\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 232/290\n-heal p2a: Muk 269/321 [from] drain [of] p1a: Eelektross\n-status p1a: Eelektross psn [from] ability: Poison Touch [of] p2a: Muk\n-damage p1a: Eelektross 196/290 psn [from] psn\nturn 25\nmove p1a: Eelektross Knock Off p2a: Muk\n-damage p2a: Muk 174/321\n-enditem p2a: Muk Assault Vest [from] move: Knock Off [of] p1a: Eelektross\nmove p2a: Muk Drain Punch p1a: Eelektross\n-damage p1a: Eelektross 138/290 psn\n-heal p2a: Muk 203/321 [from] drain [of] p1a: Eelektross\n-damage p1a: Eelektross 102/290 psn [from] psn\n-end p2a: Muk Encore\nturn 26\nswitch p2a: Goodra Goodra, L85, M 292/292\nmove p1a: Eelektross Discharge p2a: Goodra\n-damage p2a: Goodra 271/292\n-damage p1a: Eelektross 66/290 psn [from] psn\nturn 27\nmove p2a: Goodra Sludge Bomb p1a: Eelektross\n-damage p1a: Eelektross 13/290 psn\nmove p1a: Eelektross Knock Off p2a: Goodra\n-damage p2a: Goodra 175/292\n-enditem p2a: Goodra Assault Vest [from] move: Knock Off [of] p1a: Eelektross\n-damage p1a: Eelektross 0 fnt [from] psn\nfaint p1a: Eelektross\nswitch p1a: Braviary Braviary, L85, M 309/309\nturn 28\nmove p2a: Goodra Draco Meteor p1a: Braviary\n-damage p1a: Braviary 143/309\n-unboost p2a: Goodra spa 2\nmove p1a: Braviary Brave Bird p2a: Goodra\n-damage p2a: Goodra 0 fnt\nfaint p2a: Goodra\n-damage p1a: Braviary 85/309 [from] Recoil\nswitch p2a: Mienshao Mienshao, L83, M 243/243\nturn 29\nmove p2a: Mienshao Knock Off p1a: Braviary\n-damage p1a: Braviary 0 fnt\n-enditem p1a: Braviary Heavy-Duty Boots [from] move: Knock Off [of] p2a: Mienshao\nfaint p1a: Braviary\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 30\nmove p1a: Regieleki Volt Switch p2a: Mienshao\n-damage p2a: Mienshao 102/243\nswitch p1a: Virizion Virizion, L82 283/283 [from] Volt Switch\nmove p2a: Mienshao Knock Off p1a: Virizion\n-damage p1a: Virizion 213/283\n-ability p1a: Virizion Justified boost\n-boost p1a: Virizion atk 1\n-enditem p1a: Virizion Life Orb [from] move: Knock Off [of] p2a: Mienshao\nturn 31\nswitch p2a: Swalot Swalot, L90, M 326/326\nmove p1a: Virizion Swords Dance p1a: Virizion\n-boost p1a: Virizion atk 2\nturn 32\n-terastallize p1a: Virizion Rock\nmove p1a: Virizion Stone Edge p2a: Swalot [miss]\nmove p2a: Swalot Earthquake p1a: Virizion\n-damage p1a: Virizion 43/283\nturn 33\nswitch p2a: Muk Muk, L86, M 203/321\nmove p1a: Virizion Stone Edge p2a: Muk\n-damage p2a: Muk 0 fnt\nfaint p2a: Muk\nswitch p2a: Regigigas Regigigas, L84, tera:Ghost 322/322\n-start p2a: Regigigas ability: Slow Start\nturn 34\nmove p1a: Virizion Leaf Blade p2a: Regigigas\n-damage p2a: Regigigas 154/322\nmove p2a: Regigigas Body Slam p1a: Virizion\n-damage p1a: Virizion 0 fnt\nfaint p1a: Virizion\n-heal p2a: Regigigas 174/322 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 253/253\nturn 35\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 194/322 [from] item: Leftovers\nturn 36\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 86/322\nmove p2a: Regigigas Knock Off p1a: Regieleki\n-damage p1a: Regieleki 167/253\n-enditem p1a: Regieleki Magnet [from] move: Knock Off [of] p2a: Regigigas\n-heal p2a: Regigigas 106/322 [from] item: Leftovers\nturn 37\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Volt Switch p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 126/322 [from] item: Leftovers\nturn 38\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 30/322\nmove p2a: Regigigas Body Slam p1a: Regieleki\n-damage p1a: Regieleki 56/253\n-heal p2a: Regigigas 50/322 [from] item: Leftovers\n-end p2a: Regigigas Slow Start\nturn 39\nmove p2a: Regigigas Protect p2a: Regigigas\n-singleturn p2a: Regigigas Protect\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-activate p2a: Regigigas move: Protect\n-heal p2a: Regigigas 70/322 [from] item: Leftovers\nturn 40\nmove p2a: Regigigas Protect [still]\nmove p1a: Regieleki Thunderbolt p2a: Regigigas\n-damage p2a: Regigigas 0 fnt\nfaint p2a: Regigigas\n-end p2a: Regigigas Slow Start [silent]\nswitch p2a: Swalot Swalot, L90, M 326/326\nturn 41\nmove p1a: Regieleki Volt Switch p2a: Swalot\n-damage p2a: Swalot 239/326\nswitch p1a: Garganacl Garganacl, L80, M 259/291 [from] Volt Switch\nmove p2a: Swalot Swords Dance p2a: Swalot\n-boost p2a: Swalot atk 2\n-heal p2a: Swalot 259/326 [from] item: Leftovers\nturn 42\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 53/291\nmove p1a: Garganacl Iron Defense p1a: Garganacl\n-boost p1a: Garganacl def 2\n-heal p2a: Swalot 279/326 [from] item: Leftovers\nturn 43\nmove p2a: Swalot Earthquake p1a: Garganacl\n-damage p1a: Garganacl 0 fnt\nfaint p1a: Garganacl\n-heal p2a: Swalot 299/326 [from] item: Leftovers\nswitch p1a: Regieleki Regieleki, L78 56/253\nturn 44\nmove p1a: Regieleki Thunderbolt p2a: Swalot\n-damage p2a: Swalot 199/326\nmove p2a: Swalot Earthquake p1a: Regieleki\n-damage p1a: Regieleki 0 fnt\nfaint p1a: Regieleki\n-heal p2a: Swalot 219/326 [from] item: Leftovers\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nturn 45\nmove p1a: Scream Tail Encore p2a: Swalot\n-start p2a: Swalot Encore\nmove p2a: Swalot Earthquake p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\n-heal p1a: Scream Tail 227/330 [from] item: Leftovers\n-heal p2a: Swalot 239/326 [from] item: Leftovers\nturn 46\nmove p1a: Scream Tail Dazzling Gleam p2a: Swalot\n-damage p2a: Swalot 191/326\nmove p2a: Swalot Earthquake p1a: Scream Tail\n-damage p1a: Scream Tail 116/330\n-heal p1a: Scream Tail 136/330 [from] item: Leftovers\n-heal p2a: Swalot 211/326 [from] item: Leftovers\nturn 47\nmove p1a: Scream Tail Wish p1a: Scream Tail\nmove p2a: Swalot Earthquake p1a: Scream Tail\n-damage p1a: Scream Tail 7/330\n-heal p1a: Scream Tail 27/330 [from] item: Leftovers\n-heal p2a: Swalot 231/326 [from] item: Leftovers\n-end p2a: Swalot Encore\nturn 48\nmove p1a: Scream Tail Protect p1a: Scream Tail\n-singleturn p1a: Scream Tail Protect\nmove p2a: Swalot Gunk Shot p1a: Scream Tail\n-activate p1a: Scream Tail move: Protect\n-heal p1a: Scream Tail 192/330 [from] move: Wish [wisher] Scream Tail\n-heal p1a: Scream Tail 212/330 [from] item: Leftovers\n-heal p2a: Swalot 251/326 [from] item: Leftovers\n\nHere is the impact of the player's swalot moves and the hp range that the move will do:\nearthquake: 16% - 19%\nswordsdance: 0 - 0\ngunkshot: 58% - 69%\n\n\nHere is the impact of the opponent's screamtail moves and the hp range that the move will do:\ndazzlinggleam: 11% - 13%\nencore: 0 - 0\nprotect: 0 - 0\nwish: 0 - 0\n\n\nThe winner's active Pokemon is swalot. They had the following choices:\n0. /choose move earthquake\n1. /choose move swordsdance\n2. /choose move gunkshot\n3. /choose switch mienshao\n\n\nThe winner chose to do the following:\n/choose move gunkshot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,356
gen9randombattle-2146551677
2,199
|badge|p1|bronze|gen9randombattle|100-1 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|‽Qiuescent |j|☆SILVESTRON |t:|1718844989 |gametype|singles |player|p1|Qiuescent|265|2278 |player|p2|SILVESTRON|265|2215 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1718844989 |start |switch|p1a: Scream Tail|Scream Tail, L84|330/330 |switch|p2a: Luvdisc|Luvdisc, F|247/247 |turn|1 | |t:|1718844997 |move|p2a: Luvdisc|Whirlpool|p1a: Scream Tail |-damage|p1a: Scream Tail|306/330 |-activate|p1a: Scream Tail|move: Whirlpool|[of] p2a: Luvdisc |move|p1a: Scream Tail|Play Rough|p2a: Luvdisc |-damage|p2a: Luvdisc|162/247 | |-heal|p1a: Scream Tail|326/330|[from] item: Leftovers |-damage|p1a: Scream Tail|285/330|[from] move: Whirlpool|[partiallytrapped] |upkeep |turn|2 | |t:|1718845000 |move|p2a: Luvdisc|Substitute|p2a: Luvdisc |-start|p2a: Luvdisc|Substitute |-damage|p2a: Luvdisc|101/247 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|305/330|[from] item: Leftovers |-damage|p1a: Scream Tail|264/330|[from] move: Whirlpool|[partiallytrapped] |upkeep |turn|3 | |t:|1718845004 |move|p2a: Luvdisc|Surf|p1a: Scream Tail |-damage|p1a: Scream Tail|207/330 |move|p1a: Scream Tail|Encore|p2a: Luvdisc |-start|p2a: Luvdisc|Encore | |-heal|p1a: Scream Tail|330/330|[from] move: Wish|[wisher] Scream Tail |-damage|p1a: Scream Tail|289/330|[from] move: Whirlpool|[partiallytrapped] |upkeep |turn|4 | |t:|1718845007 |move|p2a: Luvdisc|Surf|p1a: Scream Tail |-damage|p1a: Scream Tail|231/330 |move|p1a: Scream Tail|Play Rough|p2a: Luvdisc |-crit|p2a: Luvdisc |-end|p2a: Luvdisc|Substitute | |-heal|p1a: Scream Tail|251/330|[from] item: Leftovers |-damage|p1a: Scream Tail|210/330|[from] move: Whirlpool|[partiallytrapped] |upkeep |turn|5 | |t:|1718845012 |move|p2a: Luvdisc|Surf|p1a: Scream Tail |-damage|p1a: Scream Tail|155/330 |move|p1a: Scream Tail|Play Rough|p2a: Luvdisc |-damage|p2a: Luvdisc|11/247 | |-heal|p1a: Scream Tail|175/330|[from] item: Leftovers |-end|p1a: Scream Tail|Whirlpool|[partiallytrapped] |upkeep |turn|6 | |t:|1718845023 |switch|p2a: Umbreon|Umbreon, L84, F|297/297 |move|p1a: Scream Tail|Play Rough|p2a: Umbreon |-supereffective|p2a: Umbreon |-damage|p2a: Umbreon|183/297 |-unboost|p2a: Umbreon|atk|1 | |-heal|p1a: Scream Tail|195/330|[from] item: Leftovers |-heal|p2a: Umbreon|201/297|[from] item: Leftovers |upkeep |turn|7 | |t:|1718845027 |-end|p1a: Scream Tail|Protosynthesis|[silent] |switch|p1a: Perrserker|Perrserker, L89, M|269/269 |move|p2a: Umbreon|Toxic|p1a: Perrserker |-immune|p1a: Perrserker | |-heal|p2a: Umbreon|219/297|[from] item: Leftovers |upkeep |turn|8 |j| MinionHeart✓ | |t:|1718845030 |move|p2a: Umbreon|Foul Play|p1a: Perrserker |-damage|p1a: Perrserker|161/269 |move|p1a: Perrserker|Stealth Rock|p2a: Umbreon |-sidestart|p2: SILVESTRON|move: Stealth Rock | |-heal|p2a: Umbreon|237/297|[from] item: Leftovers |upkeep |turn|9 | |t:|1718845033 |move|p2a: Umbreon|Foul Play|p1a: Perrserker |-damage|p1a: Perrserker|56/269 |move|p1a: Perrserker|Close Combat|p2a: Umbreon |-supereffective|p2a: Umbreon |-damage|p2a: Umbreon|0 fnt |-unboost|p1a: Perrserker|def|1 |-unboost|p1a: Perrserker|spd|1 |faint|p2a: Umbreon |-damage|p1a: Perrserker|30/269|[from] item: Life Orb | |upkeep | |t:|1718845036 |switch|p2a: Minun|Minun, L95, F|268/268 |-damage|p2a: Minun|235/268|[from] Stealth Rock |turn|10 | |t:|1718845042 |move|p2a: Minun|Thunderbolt|p1a: Perrserker |-damage|p1a: Perrserker|0 fnt |faint|p1a: Perrserker |-damage|p2a: Minun|209/268|[from] item: Life Orb | |upkeep | |t:|1718845044 |switch|p1a: Ursaring|Ursaring, L84, M|288/288 |turn|11 | |t:|1718845059 |move|p2a: Minun|Nasty Plot|p2a: Minun |-boost|p2a: Minun|spa|2 |move|p1a: Ursaring|Body Slam|p2a: Minun |-damage|p2a: Minun|55/268 | |upkeep |turn|12 | |t:|1718845064 |move|p2a: Minun|Thunderbolt|p1a: Ursaring |-damage|p1a: Ursaring|80/288 |-status|p1a: Ursaring|par |-damage|p2a: Minun|29/268|[from] item: Life Orb |cant|p1a: Ursaring|par | |upkeep |turn|13 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by SILVESTRON) | |t:|1718845080 |move|p2a: Minun|Thunderbolt|p1a: Ursaring |-damage|p1a: Ursaring|0 fnt |faint|p1a: Ursaring |-damage|p2a: Minun|3/268|[from] item: Life Orb | |upkeep | |t:|1718845081 |switch|p1a: Cobalion|Cobalion, L80|277/277 |turn|14 | |t:|1718845083 |move|p1a: Cobalion|Vacuum Wave|p2a: Minun |-damage|p2a: Minun|0 fnt |faint|p2a: Minun | |upkeep | |t:|1718845085 |switch|p2a: Infernape|Infernape, L82, M|259/259 |-damage|p2a: Infernape|227/259|[from] Stealth Rock |turn|15 | |t:|1718845091 |-terastallize|p1a: Cobalion|Water |move|p2a: Infernape|Flare Blitz|p1a: Cobalion |-resisted|p1a: Cobalion |-damage|p1a: Cobalion|232/277 |-damage|p2a: Infernape|212/259|[from] Recoil |move|p1a: Cobalion|Aura Sphere|p2a: Infernape |-damage|p2a: Infernape|121/259 | |-heal|p1a: Cobalion|249/277|[from] item: Leftovers |upkeep |turn|16 | |t:|1718845094 |switch|p2a: Altaria|Altaria, L88, F|275/275 |move|p1a: Cobalion|Calm Mind|p1a: Cobalion |-boost|p1a: Cobalion|spa|1 |-boost|p1a: Cobalion|spd|1 | |-heal|p1a: Cobalion|266/277|[from] item: Leftovers |upkeep |turn|17 | |t:|1718845097 |move|p1a: Cobalion|Flash Cannon|p2a: Altaria |-damage|p2a: Altaria|182/275 |move|p2a: Altaria|Dragon Dance|p2a: Altaria |-boost|p2a: Altaria|atk|1 |-boost|p2a: Altaria|spe|1 | |-heal|p1a: Cobalion|277/277|[from] item: Leftovers |upkeep |turn|18 | |t:|1718845104 |move|p2a: Altaria|Brave Bird|p1a: Cobalion |-damage|p1a: Cobalion|157/277 |-damage|p2a: Altaria|142/275|[from] Recoil |move|p1a: Cobalion|Flash Cannon|p2a: Altaria |-damage|p2a: Altaria|49/275 | |-heal|p1a: Cobalion|174/277|[from] item: Leftovers |upkeep |turn|19 | |t:|1718845109 |move|p2a: Altaria|Brave Bird|p1a: Cobalion |-damage|p1a: Cobalion|56/277 |-damage|p2a: Altaria|10/275|[from] Recoil |move|p1a: Cobalion|Calm Mind|p1a: Cobalion |-boost|p1a: Cobalion|spa|1 |-boost|p1a: Cobalion|spd|1 | |-heal|p1a: Cobalion|73/277|[from] item: Leftovers |upkeep |turn|20 | |t:|1718845114 |move|p1a: Cobalion|Vacuum Wave|p2a: Altaria |-resisted|p2a: Altaria |-damage|p2a: Altaria|0 fnt |faint|p2a: Altaria | |-heal|p1a: Cobalion|90/277|[from] item: Leftovers |upkeep | |t:|1718845120 |switch|p2a: Indeedee|Indeedee-F, L90, F, shiny|272/272 |-damage|p2a: Indeedee|238/272|[from] Stealth Rock |-fieldstart|move: Psychic Terrain|[from] ability: Psychic Surge|[of] p2a: Indeedee |turn|21 | |t:|1718845126 |move|p2a: Indeedee|Psyshock|p1a: Cobalion |-damage|p1a: Cobalion|0 fnt |faint|p1a: Cobalion | |upkeep | |t:|1718845131 |switch|p1a: Scream Tail|Scream Tail, L84|195/330 |turn|22 | |t:|1718845134 |switch|p2a: Luvdisc|Luvdisc, F|11/247 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|215/330|[from] item: Leftovers |upkeep |turn|23 | |t:|1718845154 |switch|p2a: Indeedee|Indeedee-F, L90, F, shiny|238/272 |-damage|p2a: Indeedee|204/272|[from] Stealth Rock |move|p1a: Scream Tail|Play Rough|p2a: Indeedee |-crit|p2a: Indeedee |-damage|p2a: Indeedee|74/272 | |-heal|p1a: Scream Tail|330/330|[from] move: Wish|[wisher] Scream Tail |upkeep |turn|24 | |t:|1718845156 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Indeedee|Hyper Voice|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |upkeep |turn|25 | |t:|1718845162 |move|p2a: Indeedee|Hyper Voice|p1a: Scream Tail |-damage|p1a: Scream Tail|243/330 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|263/330|[from] item: Leftovers |-fieldend|move: Psychic Terrain |upkeep |turn|26 | |t:|1718845165 |move|p2a: Indeedee|Hyper Voice|p1a: Scream Tail |-damage|p1a: Scream Tail|175/330 |move|p1a: Scream Tail|Play Rough|p2a: Indeedee |-damage|p2a: Indeedee|0 fnt |faint|p2a: Indeedee | |-heal|p1a: Scream Tail|330/330|[from] move: Wish|[wisher] Scream Tail |upkeep | |t:|1718845167 |switch|p2a: Luvdisc|Luvdisc, F|11/247 |turn|27 | |t:|1718845169 |move|p2a: Luvdisc|Endeavor|p1a: Scream Tail |-damage|p1a: Scream Tail|11/330 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|31/330|[from] item: Leftovers |upkeep |turn|28 | |t:|1718845173 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Luvdisc|Whirlpool|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |-heal|p1a: Scream Tail|196/330|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Scream Tail|216/330|[from] item: Leftovers |upkeep |turn|29 | |t:|1718845176 |move|p2a: Luvdisc|Endeavor|p1a: Scream Tail |-damage|p1a: Scream Tail|11/330 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|31/330|[from] item: Leftovers |upkeep |turn|30 | |t:|1718845180 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Luvdisc|Surf|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |-heal|p1a: Scream Tail|196/330|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Scream Tail|216/330|[from] item: Leftovers |upkeep |turn|31 | |t:|1718845182 |move|p2a: Luvdisc|Endeavor|p1a: Scream Tail |-damage|p1a: Scream Tail|11/330 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|31/330|[from] item: Leftovers |upkeep |turn|32 | |t:|1718845184 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Luvdisc|Whirlpool|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |-heal|p1a: Scream Tail|196/330|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Scream Tail|216/330|[from] item: Leftovers |upkeep |turn|33 | |t:|1718845188 |move|p2a: Luvdisc|Endeavor|p1a: Scream Tail |-damage|p1a: Scream Tail|11/330 |move|p1a: Scream Tail|Wish|p1a: Scream Tail | |-heal|p1a: Scream Tail|31/330|[from] item: Leftovers |upkeep |turn|34 | |t:|1718845190 |move|p1a: Scream Tail|Protect|p1a: Scream Tail |-singleturn|p1a: Scream Tail|Protect |move|p2a: Luvdisc|Whirlpool|p1a: Scream Tail |-activate|p1a: Scream Tail|move: Protect | |-heal|p1a: Scream Tail|196/330|[from] move: Wish|[wisher] Scream Tail |-heal|p1a: Scream Tail|216/330|[from] item: Leftovers |upkeep |turn|35 |-message|SILVESTRON forfeited. | |win|Qiuescent |raw|Qiuescent's rating: 2278 &rarr; <strong>2294</strong><br />(+16 for winning) |raw|SILVESTRON's rating: 2215 &rarr; <strong>2199</strong><br />(-16 for losing) |l|☆SILVESTRON |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\n\nHere is the impact of the player's screamtail moves and the hp range that the move will do:\nplayrough: 13% - 16%\nwish: 0 - 0\nencore: 0 - 0\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's luvdisc moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is screamtail. They had the following choices:\n0. /choose move playrough\n1. /choose move wish\n2. /choose move encore\n3. /choose move protect\n4. /choose switch perrserker\n5. /choose switch ursaring\n6. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move playrough\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\nturn 1\nmove p2a: Luvdisc Whirlpool p1a: Scream Tail\n-damage p1a: Scream Tail 306/330\n-activate p1a: Scream Tail move: Whirlpool [of] p2a: Luvdisc\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 162/247\n-heal p1a: Scream Tail 326/330 [from] item: Leftovers\n-damage p1a: Scream Tail 285/330 [from] move: Whirlpool [partiallytrapped]\nturn 2\nmove p2a: Luvdisc Substitute p2a: Luvdisc\n-start p2a: Luvdisc Substitute\n-damage p2a: Luvdisc 101/247\nmove p1a: Scream Tail Wish p1a: Scream Tail\n-heal p1a: Scream Tail 305/330 [from] item: Leftovers\n-damage p1a: Scream Tail 264/330 [from] move: Whirlpool [partiallytrapped]\n\nHere is the impact of the player's screamtail moves and the hp range that the move will do:\nplayrough: 34% - 40%\nwish: 0 - 0\nencore: 0 - 0\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's luvdisc moves and the hp range that the move will do:\nwhirlpool: 7% - 9%\nsubstitute: 0 - 0\n\n\nThe winner's active Pokemon is screamtail. They had the following choices:\n0. /choose move playrough\n1. /choose move wish\n2. /choose move encore\n3. /choose move protect\n4. /choose switch perrserker\n5. /choose switch ursaring\n6. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move encore\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\nturn 1\nmove p2a: Luvdisc Whirlpool p1a: Scream Tail\n-damage p1a: Scream Tail 306/330\n-activate p1a: Scream Tail move: Whirlpool [of] p2a: Luvdisc\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 162/247\n-heal p1a: Scream Tail 326/330 [from] item: Leftovers\n-damage p1a: Scream Tail 285/330 [from] move: Whirlpool [partiallytrapped]\nturn 2\nmove p2a: Luvdisc Substitute p2a: Luvdisc\n-start p2a: Luvdisc Substitute\n-damage p2a: Luvdisc 101/247\nmove p1a: Scream Tail Wish p1a: Scream Tail\n-heal p1a: Scream Tail 305/330 [from] item: Leftovers\n-damage p1a: Scream Tail 264/330 [from] move: Whirlpool [partiallytrapped]\nturn 3\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\nmove p1a: Scream Tail Encore p2a: Luvdisc\n-start p2a: Luvdisc Encore\n-heal p1a: Scream Tail 330/330 [from] move: Wish [wisher] Scream Tail\n-damage p1a: Scream Tail 289/330 [from] move: Whirlpool [partiallytrapped]\nturn 4\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 231/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-end p2a: Luvdisc Substitute\n-heal p1a: Scream Tail 251/330 [from] item: Leftovers\n-damage p1a: Scream Tail 210/330 [from] move: Whirlpool [partiallytrapped]\n\nHere is the impact of the player's screamtail moves and the hp range that the move will do:\nplayrough: 34% - 40%\nwish: 0 - 0\nencore: 0 - 0\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's luvdisc moves and the hp range that the move will do:\nwhirlpool: 10% - 11%\nsubstitute: 0 - 0\nsurf: 24% - 29%\n\n\nThe winner's active Pokemon is screamtail. They had the following choices:\n0. /choose move playrough\n1. /choose move wish\n2. /choose move encore\n3. /choose move protect\n4. /choose switch perrserker\n5. /choose switch ursaring\n6. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move playrough\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\nturn 1\nmove p2a: Luvdisc Whirlpool p1a: Scream Tail\n-damage p1a: Scream Tail 306/330\n-activate p1a: Scream Tail move: Whirlpool [of] p2a: Luvdisc\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 162/247\n-heal p1a: Scream Tail 326/330 [from] item: Leftovers\n-damage p1a: Scream Tail 285/330 [from] move: Whirlpool [partiallytrapped]\nturn 2\nmove p2a: Luvdisc Substitute p2a: Luvdisc\n-start p2a: Luvdisc Substitute\n-damage p2a: Luvdisc 101/247\nmove p1a: Scream Tail Wish p1a: Scream Tail\n-heal p1a: Scream Tail 305/330 [from] item: Leftovers\n-damage p1a: Scream Tail 264/330 [from] move: Whirlpool [partiallytrapped]\nturn 3\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\nmove p1a: Scream Tail Encore p2a: Luvdisc\n-start p2a: Luvdisc Encore\n-heal p1a: Scream Tail 330/330 [from] move: Wish [wisher] Scream Tail\n-damage p1a: Scream Tail 289/330 [from] move: Whirlpool [partiallytrapped]\nturn 4\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 231/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-end p2a: Luvdisc Substitute\n-heal p1a: Scream Tail 251/330 [from] item: Leftovers\n-damage p1a: Scream Tail 210/330 [from] move: Whirlpool [partiallytrapped]\nturn 5\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 155/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 11/247\n-heal p1a: Scream Tail 175/330 [from] item: Leftovers\n-end p1a: Scream Tail Whirlpool [partiallytrapped]\nturn 6\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Scream Tail Play Rough p2a: Umbreon\n-damage p2a: Umbreon 183/297\n-unboost p2a: Umbreon atk 1\n-heal p1a: Scream Tail 195/330 [from] item: Leftovers\n-heal p2a: Umbreon 201/297 [from] item: Leftovers\n\nHere is the impact of the player's screamtail moves and the hp range that the move will do:\nplayrough: 19% - 22%\nwish: 0 - 0\nencore: 0 - 0\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's umbreon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is screamtail. They had the following choices:\n0. /choose move playrough\n1. /choose move wish\n2. /choose move encore\n3. /choose move protect\n4. /choose switch perrserker\n5. /choose switch ursaring\n6. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose switch perrserker\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\nturn 1\nmove p2a: Luvdisc Whirlpool p1a: Scream Tail\n-damage p1a: Scream Tail 306/330\n-activate p1a: Scream Tail move: Whirlpool [of] p2a: Luvdisc\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 162/247\n-heal p1a: Scream Tail 326/330 [from] item: Leftovers\n-damage p1a: Scream Tail 285/330 [from] move: Whirlpool [partiallytrapped]\nturn 2\nmove p2a: Luvdisc Substitute p2a: Luvdisc\n-start p2a: Luvdisc Substitute\n-damage p2a: Luvdisc 101/247\nmove p1a: Scream Tail Wish p1a: Scream Tail\n-heal p1a: Scream Tail 305/330 [from] item: Leftovers\n-damage p1a: Scream Tail 264/330 [from] move: Whirlpool [partiallytrapped]\nturn 3\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\nmove p1a: Scream Tail Encore p2a: Luvdisc\n-start p2a: Luvdisc Encore\n-heal p1a: Scream Tail 330/330 [from] move: Wish [wisher] Scream Tail\n-damage p1a: Scream Tail 289/330 [from] move: Whirlpool [partiallytrapped]\nturn 4\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 231/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-end p2a: Luvdisc Substitute\n-heal p1a: Scream Tail 251/330 [from] item: Leftovers\n-damage p1a: Scream Tail 210/330 [from] move: Whirlpool [partiallytrapped]\nturn 5\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 155/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 11/247\n-heal p1a: Scream Tail 175/330 [from] item: Leftovers\n-end p1a: Scream Tail Whirlpool [partiallytrapped]\nturn 6\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Scream Tail Play Rough p2a: Umbreon\n-damage p2a: Umbreon 183/297\n-unboost p2a: Umbreon atk 1\n-heal p1a: Scream Tail 195/330 [from] item: Leftovers\n-heal p2a: Umbreon 201/297 [from] item: Leftovers\nturn 7\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Umbreon Toxic p1a: Perrserker\n-immune p1a: Perrserker\n-heal p2a: Umbreon 219/297 [from] item: Leftovers\nturn 8\nmove p2a: Umbreon Foul Play p1a: Perrserker\n-damage p1a: Perrserker 161/269\nmove p1a: Perrserker Stealth Rock p2a: Umbreon\n-sidestart p2: SILVESTRON move: Stealth Rock\n-heal p2a: Umbreon 237/297 [from] item: Leftovers\n\nHere is the impact of the player's perrserker moves and the hp range that the move will do:\nstealthrock: 0 - 0\nclosecombat: 24% - 29%\n\n\nHere is the impact of the opponent's umbreon moves and the hp range that the move will do:\ntoxic: 0 - 0\nfoulplay: 57% - 68%\n\n\nThe winner's active Pokemon is perrserker. They had the following choices:\n0. /choose move stealthrock\n1. /choose move closecombat\n2. /choose switch screamtail\n3. /choose switch ursaring\n4. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Scream Tail Scream Tail, L84 330/330\nswitch p2a: Luvdisc Luvdisc, F 247/247\nturn 1\nmove p2a: Luvdisc Whirlpool p1a: Scream Tail\n-damage p1a: Scream Tail 306/330\n-activate p1a: Scream Tail move: Whirlpool [of] p2a: Luvdisc\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 162/247\n-heal p1a: Scream Tail 326/330 [from] item: Leftovers\n-damage p1a: Scream Tail 285/330 [from] move: Whirlpool [partiallytrapped]\nturn 2\nmove p2a: Luvdisc Substitute p2a: Luvdisc\n-start p2a: Luvdisc Substitute\n-damage p2a: Luvdisc 101/247\nmove p1a: Scream Tail Wish p1a: Scream Tail\n-heal p1a: Scream Tail 305/330 [from] item: Leftovers\n-damage p1a: Scream Tail 264/330 [from] move: Whirlpool [partiallytrapped]\nturn 3\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 207/330\nmove p1a: Scream Tail Encore p2a: Luvdisc\n-start p2a: Luvdisc Encore\n-heal p1a: Scream Tail 330/330 [from] move: Wish [wisher] Scream Tail\n-damage p1a: Scream Tail 289/330 [from] move: Whirlpool [partiallytrapped]\nturn 4\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 231/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-end p2a: Luvdisc Substitute\n-heal p1a: Scream Tail 251/330 [from] item: Leftovers\n-damage p1a: Scream Tail 210/330 [from] move: Whirlpool [partiallytrapped]\nturn 5\nmove p2a: Luvdisc Surf p1a: Scream Tail\n-damage p1a: Scream Tail 155/330\nmove p1a: Scream Tail Play Rough p2a: Luvdisc\n-damage p2a: Luvdisc 11/247\n-heal p1a: Scream Tail 175/330 [from] item: Leftovers\n-end p1a: Scream Tail Whirlpool [partiallytrapped]\nturn 6\nswitch p2a: Umbreon Umbreon, L84, F 297/297\nmove p1a: Scream Tail Play Rough p2a: Umbreon\n-damage p2a: Umbreon 183/297\n-unboost p2a: Umbreon atk 1\n-heal p1a: Scream Tail 195/330 [from] item: Leftovers\n-heal p2a: Umbreon 201/297 [from] item: Leftovers\nturn 7\n-end p1a: Scream Tail Protosynthesis [silent]\nswitch p1a: Perrserker Perrserker, L89, M 269/269\nmove p2a: Umbreon Toxic p1a: Perrserker\n-immune p1a: Perrserker\n-heal p2a: Umbreon 219/297 [from] item: Leftovers\nturn 8\nmove p2a: Umbreon Foul Play p1a: Perrserker\n-damage p1a: Perrserker 161/269\nmove p1a: Perrserker Stealth Rock p2a: Umbreon\n-sidestart p2: SILVESTRON move: Stealth Rock\n-heal p2a: Umbreon 237/297 [from] item: Leftovers\nturn 9\nmove p2a: Umbreon Foul Play p1a: Perrserker\n-damage p1a: Perrserker 56/269\nmove p1a: Perrserker Close Combat p2a: Umbreon\n-damage p2a: Umbreon 0 fnt\n-unboost p1a: Perrserker def 1\n-unboost p1a: Perrserker spd 1\nfaint p2a: Umbreon\n-damage p1a: Perrserker 30/269 [from] item: Life Orb\nswitch p2a: Minun Minun, L95, F 268/268\n-damage p2a: Minun 235/268 [from] Stealth Rock\nturn 10\nmove p2a: Minun Thunderbolt p1a: Perrserker\n-damage p1a: Perrserker 0 fnt\nfaint p1a: Perrserker\n-damage p2a: Minun 209/268 [from] item: Life Orb\nswitch p1a: Ursaring Ursaring, L84, M 288/288\n\nHere is the impact of the player's ursaring moves and the hp range that the move will do:\nbodyslam: 28% - 33%\n\n\nHere is the impact of the opponent's minun moves and the hp range that the move will do:\nthunderbolt: 46% - 55%\n\n\nThe winner's active Pokemon is ursaring. They had the following choices:\n0. /choose move bodyslam\n1. /choose switch screamtail\n2. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move bodyslam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,357
gen9randombattle-2145287187
2,199
|j|☆papadopes |j|☆sarodiya |t:|1718669668 |gametype|singles |player|p1|papadopes|2|2174 |player|p2|sarodiya|102|2256 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1718669668 |start |switch|p1a: Rotom|Rotom-Wash, L82|216/216 |switch|p2a: Grumpig|Grumpig, L92, F|297/297 |turn|1 | |t:|1718669677 |switch|p1a: Lanturn|Lanturn, L89, M|367/367 |move|p2a: Grumpig|Nasty Plot|p2a: Grumpig |-boost|p2a: Grumpig|spa|2 | |upkeep |turn|2 | |t:|1718669682 |move|p2a: Grumpig|Psyshock|p1a: Lanturn |-damage|p1a: Lanturn|127/367 |move|p1a: Lanturn|Thunder Wave|p2a: Grumpig |-status|p2a: Grumpig|par | |-heal|p1a: Lanturn|149/367|[from] item: Leftovers |upkeep |turn|3 | |t:|1718669688 |move|p1a: Lanturn|Volt Switch|p2a: Grumpig |-damage|p2a: Grumpig|248/297 par | |t:|1718669689 |switch|p1a: Rabsca|Rabsca, L91, M|284/284|[from] Volt Switch |move|p2a: Grumpig|Dazzling Gleam|p1a: Rabsca |-damage|p1a: Rabsca|184/284 | |-heal|p2a: Grumpig|266/297 par|[from] item: Leftovers |upkeep |turn|4 | |t:|1718669695 |move|p1a: Rabsca|Bug Buzz|p2a: Grumpig |-supereffective|p2a: Grumpig |-damage|p2a: Grumpig|78/297 par |move|p2a: Grumpig|Shadow Ball|p1a: Rabsca |-supereffective|p1a: Rabsca |-damage|p1a: Rabsca|0 fnt |faint|p1a: Rabsca | |-heal|p2a: Grumpig|96/297 par|[from] item: Leftovers |upkeep | |t:|1718669700 |switch|p1a: Lanturn|Lanturn, L89, M|149/367 |turn|5 | |t:|1718669711 |move|p1a: Lanturn|Thunderbolt|p2a: Grumpig |-damage|p2a: Grumpig|24/297 par |move|p2a: Grumpig|Psyshock|p1a: Lanturn |-damage|p1a: Lanturn|0 fnt |faint|p1a: Lanturn | |-heal|p2a: Grumpig|42/297 par|[from] item: Leftovers |upkeep | |t:|1718669718 |switch|p1a: Rotom|Rotom-Wash, L82|216/216 |turn|6 | |t:|1718669727 |move|p1a: Rotom|Thunderbolt|p2a: Grumpig |-damage|p2a: Grumpig|0 fnt |faint|p2a: Grumpig | |upkeep | |t:|1718669742 |switch|p2a: Malamar|Malamar, L82, M|275/275 |turn|7 | |t:|1718669746 |move|p1a: Rotom|Nasty Plot|p1a: Rotom |-boost|p1a: Rotom|spa|2 |move|p2a: Malamar|Knock Off|p1a: Rotom |-damage|p1a: Rotom|138/216 |-enditem|p1a: Rotom|Leftovers|[from] move: Knock Off|[of] p2a: Malamar | |upkeep |turn|8 | |t:|1718669773 |switch|p2a: Snorlax|Snorlax, L82, M|397/397 |move|p1a: Rotom|Hydro Pump|p2a: Snorlax |-damage|p2a: Snorlax|213/397 | |-heal|p2a: Snorlax|237/397|[from] item: Leftovers |upkeep |turn|9 | |t:|1718669783 |move|p1a: Rotom|Thunderbolt|p2a: Snorlax |-damage|p2a: Snorlax|71/397 |-status|p2a: Snorlax|par |move|p2a: Snorlax|Body Slam|p1a: Rotom |-damage|p1a: Rotom|59/216 | |-heal|p2a: Snorlax|95/397 par|[from] item: Leftovers |upkeep |turn|10 | |t:|1718669787 |move|p1a: Rotom|Thunderbolt|p2a: Snorlax |-damage|p2a: Snorlax|0 fnt |faint|p2a: Snorlax | |upkeep | |t:|1718669792 |switch|p2a: Glastrier|Glastrier, L86|311/311 |turn|11 | |t:|1718669795 |move|p1a: Rotom|Pain Split|p2a: Glastrier |-sethp|p2a: Glastrier|185/311|[from] move: Pain Split|[silent] |-sethp|p1a: Rotom|185/216|[from] move: Pain Split |move|p2a: Glastrier|Close Combat|p1a: Rotom |-damage|p1a: Rotom|17/216 |-unboost|p2a: Glastrier|def|1 |-unboost|p2a: Glastrier|spd|1 | |upkeep |turn|12 | |t:|1718669807 |move|p1a: Rotom|Thunderbolt|p2a: Glastrier |-damage|p2a: Glastrier|0 fnt |faint|p2a: Glastrier | |upkeep | |t:|1718669812 |switch|p2a: Overqwil|Overqwil, L82, F|274/274 |-ability|p2a: Overqwil|Intimidate|boost |-unboost|p1a: Rotom|atk|1 |turn|13 | |t:|1718669816 |move|p1a: Rotom|Pain Split|p2a: Overqwil |-sethp|p2a: Overqwil|145/274|[from] move: Pain Split|[silent] |-sethp|p1a: Rotom|145/216|[from] move: Pain Split |move|p2a: Overqwil|Gunk Shot|p1a: Rotom |-damage|p1a: Rotom|0 fnt |faint|p1a: Rotom |-damage|p2a: Overqwil|118/274|[from] item: Life Orb | |upkeep | |t:|1718669822 |switch|p1a: Gurdurr|Gurdurr, L85, F|283/283 |turn|14 | |t:|1718669843 |switch|p2a: Malamar|Malamar, L82, M|275/275 |move|p1a: Gurdurr|Drain Punch|p2a: Malamar |-damage|p2a: Malamar|190/275 | |upkeep |turn|15 | |t:|1718669852 |move|p2a: Malamar|Rest|p2a: Malamar |-status|p2a: Malamar|slp|[from] move: Rest |-heal|p2a: Malamar|275/275 slp|[silent] |-enditem|p2a: Malamar|Chesto Berry|[eat] |-curestatus|p2a: Malamar|slp|[msg] |move|p1a: Gurdurr|Knock Off|p2a: Malamar |-damage|p2a: Malamar|224/275 | |upkeep |turn|16 | |t:|1718669860 |switch|p1a: Flareon|Flareon, L90, F|263/263 |move|p2a: Malamar|Superpower|p1a: Flareon |-damage|p1a: Flareon|176/263 |-boost|p2a: Malamar|atk|1 |-boost|p2a: Malamar|def|1 | |-status|p1a: Flareon|tox|[from] item: Toxic Orb |upkeep |turn|17 | |t:|1718669875 |move|p1a: Flareon|Will-O-Wisp|p2a: Malamar |-status|p2a: Malamar|brn |move|p2a: Malamar|Superpower|p1a: Flareon |-damage|p1a: Flareon|106/263 tox |-boost|p2a: Malamar|atk|1 |-boost|p2a: Malamar|def|1 | |-damage|p1a: Flareon|90/263 tox|[from] psn |-damage|p2a: Malamar|207/275 brn|[from] brn |upkeep |turn|18 | |t:|1718669880 |move|p1a: Flareon|Flare Blitz|p2a: Malamar |-damage|p2a: Malamar|53/275 brn |-damage|p1a: Flareon|39/263 tox|[from] Recoil |move|p2a: Malamar|Rest|p2a: Malamar |-status|p2a: Malamar|slp|[from] move: Rest |-heal|p2a: Malamar|275/275 slp|[silent] | |-damage|p1a: Flareon|7/263 tox|[from] psn |upkeep |turn|19 | |t:|1718669884 |move|p1a: Flareon|Flare Blitz|p2a: Malamar |-damage|p2a: Malamar|143/275 slp |-damage|p1a: Flareon|0 fnt|[from] Recoil |faint|p1a: Flareon |cant|p2a: Malamar|slp | |upkeep | |t:|1718669887 |switch|p1a: Latios|Latios, L78, M|253/253 |turn|20 | |t:|1718669893 |move|p1a: Latios|Draco Meteor|p2a: Malamar|[miss] |-miss|p1a: Latios|p2a: Malamar |cant|p2a: Malamar|slp | |upkeep |turn|21 | |t:|1718669906 |-terastallize|p2a: Malamar|Steel |move|p1a: Latios|Draco Meteor|p2a: Malamar |-resisted|p2a: Malamar |-damage|p2a: Malamar|47/275 slp |-unboost|p1a: Latios|spa|2 |-curestatus|p2a: Malamar|slp|[msg] |move|p2a: Malamar|Knock Off|p1a: Latios |-supereffective|p1a: Latios |-damage|p1a: Latios|0 fnt |-enditem|p1a: Latios|Soul Dew|[from] move: Knock Off|[of] p2a: Malamar |faint|p1a: Latios | |upkeep | |t:|1718669909 |switch|p1a: Gurdurr|Gurdurr, L85, F|283/283 |turn|22 | |t:|1718669914 |move|p1a: Gurdurr|Mach Punch|p2a: Malamar |-supereffective|p2a: Malamar |-damage|p2a: Malamar|0 fnt |faint|p2a: Malamar | |upkeep | |t:|1718669919 |switch|p2a: Perrserker|Perrserker, L89, F|269/269 |turn|23 | |t:|1718669926 |-terastallize|p1a: Gurdurr|Steel |move|p2a: Perrserker|Knock Off|p1a: Gurdurr |-damage|p1a: Gurdurr|186/283 |-enditem|p1a: Gurdurr|Eviolite|[from] move: Knock Off|[of] p2a: Perrserker |-damage|p2a: Perrserker|243/269|[from] item: Life Orb |move|p1a: Gurdurr|Drain Punch|p2a: Perrserker |-supereffective|p2a: Perrserker |-damage|p2a: Perrserker|91/269 |-heal|p1a: Gurdurr|262/283|[from] drain|[of] p2a: Perrserker | |upkeep |turn|24 | |t:|1718669938 |move|p1a: Gurdurr|Mach Punch|p2a: Perrserker |-supereffective|p2a: Perrserker |-damage|p2a: Perrserker|5/269 |move|p2a: Perrserker|Knock Off|p1a: Gurdurr |-damage|p1a: Gurdurr|168/283 |-damage|p2a: Perrserker|0 fnt|[from] item: Life Orb |faint|p2a: Perrserker | |upkeep | |t:|1718669943 |switch|p2a: Overqwil|Overqwil, L82, F|118/274 |-ability|p2a: Overqwil|Intimidate|boost |-unboost|p1a: Gurdurr|atk|1 |turn|25 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by papadopes) |inactive|sarodiya has 120 seconds left. | |t:|1718670007 |move|p2a: Overqwil|Swords Dance|p2a: Overqwil |-boost|p2a: Overqwil|atk|2 |move|p1a: Gurdurr|Drain Punch|p2a: Overqwil |-crit|p2a: Overqwil |-damage|p2a: Overqwil|0 fnt |-heal|p1a: Gurdurr|227/283|[from] drain|[of] p2a: Overqwil |faint|p2a: Overqwil | |win|papadopes |raw|papadopes's rating: 2174 &rarr; <strong>2199</strong><br />(+25 for winning) |raw|sarodiya's rating: 2256 &rarr; <strong>2231</strong><br />(-25 for losing) |l|☆sarodiya |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\n\nHere is the impact of the player's rotomwash moves and the hp range that the move will do:\nthunderbolt: 8% - 9%\nnastyplot: 0 - 0\nhydropump: 10% - 12%\npainsplit: 0 - 0\n\n\nHere is the impact of the opponent's grumpig moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rotomwash. They had the following choices:\n0. /choose move thunderbolt\n1. /choose move nastyplot\n2. /choose move hydropump\n3. /choose move painsplit\n4. /choose switch lanturn\n5. /choose switch rabsca\n6. /choose switch gurdurr\n7. /choose switch flareon\n8. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose switch lanturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\n\nHere is the impact of the player's lanturn moves and the hp range that the move will do:\nthunderwave: 0 - 0\nvoltswitch: 5% - 6%\nthunderbolt: 7% - 8%\n\n\nHere is the impact of the opponent's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 153% - 181%\n\n\nThe winner's active Pokemon is lanturn. They had the following choices:\n0. /choose move thunderwave\n1. /choose move voltswitch\n2. /choose move thunderbolt\n3. /choose switch rotomwash\n4. /choose switch rabsca\n5. /choose switch gurdurr\n6. /choose switch flareon\n7. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move voltswitch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\n\nHere is the impact of the player's lanturn moves and the hp range that the move will do:\nthunderwave: 0 - 0\nvoltswitch: 18% - 21%\nthunderbolt: 22% - 27%\n\n\nHere is the impact of the opponent's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\npsyshock: 153% - 181%\ndazzlinggleam: 83% - 97%\nshadowball: 83% - 97%\n\n\nThe winner's active Pokemon is lanturn. They had the following choices:\n0. /choose move thunderwave\n1. /choose move voltswitch\n2. /choose move thunderbolt\n3. /choose switch rotomwash\n4. /choose switch gurdurr\n5. /choose switch flareon\n6. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\n\nHere is the impact of the player's rotomwash moves and the hp range that the move will do:\nthunderbolt: 14% - 17%\nnastyplot: 0 - 0\nhydropump: 17% - 21%\npainsplit: 0 - 0\n\n\nHere is the impact of the opponent's malamar moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rotomwash. They had the following choices:\n0. /choose move thunderbolt\n1. /choose move nastyplot\n2. /choose move hydropump\n3. /choose move painsplit\n4. /choose switch gurdurr\n5. /choose switch flareon\n6. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\n\nHere is the impact of the player's rotomwash moves and the hp range that the move will do:\nthunderbolt: 16% - 19%\nnastyplot: 0 - 0\nhydropump: 20% - 24%\npainsplit: 0 - 0\n\n\nHere is the impact of the opponent's snorlax moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rotomwash. They had the following choices:\n0. /choose move thunderbolt\n1. /choose move nastyplot\n2. /choose move hydropump\n3. /choose move painsplit\n4. /choose switch gurdurr\n5. /choose switch flareon\n6. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\n\nHere is the impact of the player's rotomwash moves and the hp range that the move will do:\nthunderbolt: 15% - 18%\nnastyplot: 0 - 0\nhydropump: 19% - 22%\npainsplit: 0 - 0\n\n\nHere is the impact of the opponent's glastrier moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rotomwash. They had the following choices:\n0. /choose move thunderbolt\n1. /choose move nastyplot\n2. /choose move hydropump\n3. /choose move painsplit\n4. /choose switch gurdurr\n5. /choose switch flareon\n6. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move painsplit\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\n\nHere is the impact of the player's rotomwash moves and the hp range that the move will do:\nthunderbolt: 32% - 38%\nnastyplot: 0 - 0\nhydropump: 40% - 47%\npainsplit: 0 - 0\n\n\nHere is the impact of the opponent's overqwil moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is rotomwash. They had the following choices:\n0. /choose move thunderbolt\n1. /choose move nastyplot\n2. /choose move hydropump\n3. /choose move painsplit\n4. /choose switch gurdurr\n5. /choose switch flareon\n6. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move painsplit\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\n\nHere is the impact of the player's gurdurr moves and the hp range that the move will do:\ndrainpunch: 17% - 20%\nknockoff: 9% - 11%\nmachpunch: 9% - 11%\n\n\nHere is the impact of the opponent's malamar moves and the hp range that the move will do:\nknockoff: 10% - 12%\n\n\nThe winner's active Pokemon is gurdurr. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move machpunch\n3. /choose move drainpunch terastallize\n4. /choose move knockoff terastallize\n5. /choose move machpunch terastallize\n6. /choose switch flareon\n7. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move knockoff\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\nturn 15\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-enditem p2a: Malamar Chesto Berry [eat]\n-curestatus p2a: Malamar slp [msg]\nmove p1a: Gurdurr Knock Off p2a: Malamar\n-damage p2a: Malamar 224/275\nturn 16\nswitch p1a: Flareon Flareon, L90, F 263/263\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 176/263\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-status p1a: Flareon tox [from] item: Toxic Orb\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\nwillowisp: 0 - 0\nflareblitz: 20% - 24%\n\n\nHere is the impact of the opponent's malamar moves and the hp range that the move will do:\nknockoff: 61% - 73%\nrest: 0 - 0\nsuperpower: 76% - 90%\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move willowisp\n1. /choose move flareblitz\n2. /choose switch gurdurr\n3. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move willowisp\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\nturn 15\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-enditem p2a: Malamar Chesto Berry [eat]\n-curestatus p2a: Malamar slp [msg]\nmove p1a: Gurdurr Knock Off p2a: Malamar\n-damage p2a: Malamar 224/275\nturn 16\nswitch p1a: Flareon Flareon, L90, F 263/263\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 176/263\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 17\nmove p1a: Flareon Will-O-Wisp p2a: Malamar\n-status p2a: Malamar brn\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 106/263 tox\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-damage p1a: Flareon 90/263 tox [from] psn\n-damage p2a: Malamar 207/275 brn [from] brn\nturn 18\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 53/275 brn\n-damage p1a: Flareon 39/263 tox [from] Recoil\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-damage p1a: Flareon 7/263 tox [from] psn\n\nHere is the impact of the player's flareon moves and the hp range that the move will do:\nwillowisp: 0 - 0\nflareblitz: 12% - 14%\n\n\nHere is the impact of the opponent's malamar moves and the hp range that the move will do:\nknockoff: 2100% - 2485%\nrest: 0 - 0\nsuperpower: 2571% - 3028%\n\n\nThe winner's active Pokemon is flareon. They had the following choices:\n0. /choose move willowisp\n1. /choose move flareblitz\n2. /choose switch gurdurr\n3. /choose switch latios\n\n\nThe winner chose to do the following:\n/choose move flareblitz\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\nturn 15\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-enditem p2a: Malamar Chesto Berry [eat]\n-curestatus p2a: Malamar slp [msg]\nmove p1a: Gurdurr Knock Off p2a: Malamar\n-damage p2a: Malamar 224/275\nturn 16\nswitch p1a: Flareon Flareon, L90, F 263/263\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 176/263\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 17\nmove p1a: Flareon Will-O-Wisp p2a: Malamar\n-status p2a: Malamar brn\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 106/263 tox\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-damage p1a: Flareon 90/263 tox [from] psn\n-damage p2a: Malamar 207/275 brn [from] brn\nturn 18\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 53/275 brn\n-damage p1a: Flareon 39/263 tox [from] Recoil\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-damage p1a: Flareon 7/263 tox [from] psn\nturn 19\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 143/275 slp\n-damage p1a: Flareon 0 fnt [from] Recoil\nfaint p1a: Flareon\ncant p2a: Malamar slp\nswitch p1a: Latios Latios, L78, M 253/253\nturn 20\nmove p1a: Latios Draco Meteor p2a: Malamar [miss]\ncant p2a: Malamar slp\n\nHere is the impact of the player's latios moves and the hp range that the move will do:\ndracometeor: 44% - 53%\n\n\nHere is the impact of the opponent's malamar moves and the hp range that the move will do:\nknockoff: 106% - 125%\nrest: 0 - 0\nsuperpower: 32% - 38%\n\n\nThe winner's active Pokemon is latios. They had the following choices:\n0. /choose move dracometeor\n1. /choose switch gurdurr\n\n\nThe winner chose to do the following:\n/choose move dracometeor\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\nturn 15\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-enditem p2a: Malamar Chesto Berry [eat]\n-curestatus p2a: Malamar slp [msg]\nmove p1a: Gurdurr Knock Off p2a: Malamar\n-damage p2a: Malamar 224/275\nturn 16\nswitch p1a: Flareon Flareon, L90, F 263/263\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 176/263\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 17\nmove p1a: Flareon Will-O-Wisp p2a: Malamar\n-status p2a: Malamar brn\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 106/263 tox\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-damage p1a: Flareon 90/263 tox [from] psn\n-damage p2a: Malamar 207/275 brn [from] brn\nturn 18\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 53/275 brn\n-damage p1a: Flareon 39/263 tox [from] Recoil\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-damage p1a: Flareon 7/263 tox [from] psn\nturn 19\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 143/275 slp\n-damage p1a: Flareon 0 fnt [from] Recoil\nfaint p1a: Flareon\ncant p2a: Malamar slp\nswitch p1a: Latios Latios, L78, M 253/253\nturn 20\nmove p1a: Latios Draco Meteor p2a: Malamar [miss]\ncant p2a: Malamar slp\nturn 21\n-terastallize p2a: Malamar Steel\nmove p1a: Latios Draco Meteor p2a: Malamar\n-damage p2a: Malamar 47/275 slp\n-unboost p1a: Latios spa 2\n-curestatus p2a: Malamar slp [msg]\nmove p2a: Malamar Knock Off p1a: Latios\n-damage p1a: Latios 0 fnt\n-enditem p1a: Latios Soul Dew [from] move: Knock Off [of] p2a: Malamar\nfaint p1a: Latios\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 22\nmove p1a: Gurdurr Mach Punch p2a: Malamar\n-damage p2a: Malamar 0 fnt\nfaint p2a: Malamar\nswitch p2a: Perrserker Perrserker, L89, F 269/269\n\nHere is the impact of the player's gurdurr moves and the hp range that the move will do:\ndrainpunch: 20% - 24%\nknockoff: 5% - 7%\nmachpunch: 10% - 13%\n\n\nHere is the impact of the opponent's perrserker moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is gurdurr. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move machpunch\n3. /choose move drainpunch terastallize\n4. /choose move knockoff terastallize\n5. /choose move machpunch terastallize\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Lanturn Lanturn, L89, M 367/367\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 127/367\nmove p1a: Lanturn Thunder Wave p2a: Grumpig\n-status p2a: Grumpig par\n-heal p1a: Lanturn 149/367 [from] item: Leftovers\nturn 3\nmove p1a: Lanturn Volt Switch p2a: Grumpig\n-damage p2a: Grumpig 248/297 par\nswitch p1a: Rabsca Rabsca, L91, M 284/284 [from] Volt Switch\nmove p2a: Grumpig Dazzling Gleam p1a: Rabsca\n-damage p1a: Rabsca 184/284\n-heal p2a: Grumpig 266/297 par [from] item: Leftovers\nturn 4\nmove p1a: Rabsca Bug Buzz p2a: Grumpig\n-damage p2a: Grumpig 78/297 par\nmove p2a: Grumpig Shadow Ball p1a: Rabsca\n-damage p1a: Rabsca 0 fnt\nfaint p1a: Rabsca\n-heal p2a: Grumpig 96/297 par [from] item: Leftovers\nswitch p1a: Lanturn Lanturn, L89, M 149/367\nturn 5\nmove p1a: Lanturn Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 24/297 par\nmove p2a: Grumpig Psyshock p1a: Lanturn\n-damage p1a: Lanturn 0 fnt\nfaint p1a: Lanturn\n-heal p2a: Grumpig 42/297 par [from] item: Leftovers\nswitch p1a: Rotom Rotom-Wash, L82 216/216\nturn 6\nmove p1a: Rotom Thunderbolt p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\nswitch p2a: Malamar Malamar, L82, M 275/275\nturn 7\nmove p1a: Rotom Nasty Plot p1a: Rotom\n-boost p1a: Rotom spa 2\nmove p2a: Malamar Knock Off p1a: Rotom\n-damage p1a: Rotom 138/216\n-enditem p1a: Rotom Leftovers [from] move: Knock Off [of] p2a: Malamar\nturn 8\nswitch p2a: Snorlax Snorlax, L82, M 397/397\nmove p1a: Rotom Hydro Pump p2a: Snorlax\n-damage p2a: Snorlax 213/397\n-heal p2a: Snorlax 237/397 [from] item: Leftovers\nturn 9\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 71/397\n-status p2a: Snorlax par\nmove p2a: Snorlax Body Slam p1a: Rotom\n-damage p1a: Rotom 59/216\n-heal p2a: Snorlax 95/397 par [from] item: Leftovers\nturn 10\nmove p1a: Rotom Thunderbolt p2a: Snorlax\n-damage p2a: Snorlax 0 fnt\nfaint p2a: Snorlax\nswitch p2a: Glastrier Glastrier, L86 311/311\nturn 11\nmove p1a: Rotom Pain Split p2a: Glastrier\n-sethp p2a: Glastrier 185/311 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 185/216 [from] move: Pain Split\nmove p2a: Glastrier Close Combat p1a: Rotom\n-damage p1a: Rotom 17/216\n-unboost p2a: Glastrier def 1\n-unboost p2a: Glastrier spd 1\nturn 12\nmove p1a: Rotom Thunderbolt p2a: Glastrier\n-damage p2a: Glastrier 0 fnt\nfaint p2a: Glastrier\nswitch p2a: Overqwil Overqwil, L82, F 274/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Rotom atk 1\nturn 13\nmove p1a: Rotom Pain Split p2a: Overqwil\n-sethp p2a: Overqwil 145/274 [from] move: Pain Split [silent]\n-sethp p1a: Rotom 145/216 [from] move: Pain Split\nmove p2a: Overqwil Gunk Shot p1a: Rotom\n-damage p1a: Rotom 0 fnt\nfaint p1a: Rotom\n-damage p2a: Overqwil 118/274 [from] item: Life Orb\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 14\nswitch p2a: Malamar Malamar, L82, M 275/275\nmove p1a: Gurdurr Drain Punch p2a: Malamar\n-damage p2a: Malamar 190/275\nturn 15\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-enditem p2a: Malamar Chesto Berry [eat]\n-curestatus p2a: Malamar slp [msg]\nmove p1a: Gurdurr Knock Off p2a: Malamar\n-damage p2a: Malamar 224/275\nturn 16\nswitch p1a: Flareon Flareon, L90, F 263/263\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 176/263\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-status p1a: Flareon tox [from] item: Toxic Orb\nturn 17\nmove p1a: Flareon Will-O-Wisp p2a: Malamar\n-status p2a: Malamar brn\nmove p2a: Malamar Superpower p1a: Flareon\n-damage p1a: Flareon 106/263 tox\n-boost p2a: Malamar atk 1\n-boost p2a: Malamar def 1\n-damage p1a: Flareon 90/263 tox [from] psn\n-damage p2a: Malamar 207/275 brn [from] brn\nturn 18\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 53/275 brn\n-damage p1a: Flareon 39/263 tox [from] Recoil\nmove p2a: Malamar Rest p2a: Malamar\n-status p2a: Malamar slp [from] move: Rest\n-heal p2a: Malamar 275/275 slp [silent]\n-damage p1a: Flareon 7/263 tox [from] psn\nturn 19\nmove p1a: Flareon Flare Blitz p2a: Malamar\n-damage p2a: Malamar 143/275 slp\n-damage p1a: Flareon 0 fnt [from] Recoil\nfaint p1a: Flareon\ncant p2a: Malamar slp\nswitch p1a: Latios Latios, L78, M 253/253\nturn 20\nmove p1a: Latios Draco Meteor p2a: Malamar [miss]\ncant p2a: Malamar slp\nturn 21\n-terastallize p2a: Malamar Steel\nmove p1a: Latios Draco Meteor p2a: Malamar\n-damage p2a: Malamar 47/275 slp\n-unboost p1a: Latios spa 2\n-curestatus p2a: Malamar slp [msg]\nmove p2a: Malamar Knock Off p1a: Latios\n-damage p1a: Latios 0 fnt\n-enditem p1a: Latios Soul Dew [from] move: Knock Off [of] p2a: Malamar\nfaint p1a: Latios\nswitch p1a: Gurdurr Gurdurr, L85, F 283/283\nturn 22\nmove p1a: Gurdurr Mach Punch p2a: Malamar\n-damage p2a: Malamar 0 fnt\nfaint p2a: Malamar\nswitch p2a: Perrserker Perrserker, L89, F 269/269\nturn 23\n-terastallize p1a: Gurdurr Steel\nmove p2a: Perrserker Knock Off p1a: Gurdurr\n-damage p1a: Gurdurr 186/283\n-enditem p1a: Gurdurr Eviolite [from] move: Knock Off [of] p2a: Perrserker\n-damage p2a: Perrserker 243/269 [from] item: Life Orb\nmove p1a: Gurdurr Drain Punch p2a: Perrserker\n-damage p2a: Perrserker 91/269\n-heal p1a: Gurdurr 262/283 [from] drain [of] p2a: Perrserker\nturn 24\nmove p1a: Gurdurr Mach Punch p2a: Perrserker\n-damage p2a: Perrserker 5/269\nmove p2a: Perrserker Knock Off p1a: Gurdurr\n-damage p1a: Gurdurr 168/283\n-damage p2a: Perrserker 0 fnt [from] item: Life Orb\nfaint p2a: Perrserker\nswitch p2a: Overqwil Overqwil, L82, F 118/274\n-ability p2a: Overqwil Intimidate boost\n-unboost p1a: Gurdurr atk 1\n\nHere is the impact of the player's gurdurr moves and the hp range that the move will do:\ndrainpunch: 17% - 20%\nknockoff: 7% - 8%\nmachpunch: 9% - 11%\n\n\nHere is the impact of the opponent's overqwil moves and the hp range that the move will do:\ngunkshot: 0 - 0\n\n\nThe winner's active Pokemon is gurdurr. They had the following choices:\n0. /choose move drainpunch\n1. /choose move knockoff\n2. /choose move machpunch\n\n\nThe winner chose to do the following:\n/choose move drainpunch\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,358
gen9randombattle-2143263688
2,199
|badge|p2|bronze|gen9randombattle|100-1 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆SomeTaxEvader |j|☆all my fellas |t:|1718381286 |gametype|singles |player|p1|SomeTaxEvader|pokekid|2171 |player|p2|all my fellas|ethan|2312 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1718381286 |start |switch|p1a: Cobalion|Cobalion, L80|277/277 |switch|p2a: Fezandipiti|Fezandipiti, L82, M|278/278 |turn|1 | |t:|1718381298 |switch|p2a: Gholdengo|Gholdengo, L77|261/261 |move|p1a: Cobalion|Iron Head|p2a: Gholdengo |-resisted|p2a: Gholdengo |-damage|p2a: Gholdengo|225/261 | |-heal|p2a: Gholdengo|241/261|[from] item: Leftovers |upkeep |turn|2 | |t:|1718381310 |move|p1a: Cobalion|Stealth Rock|p2a: Gholdengo |-sidestart|p2: all my fellas|move: Stealth Rock |move|p2a: Gholdengo|Shadow Ball|p1a: Cobalion |-damage|p1a: Cobalion|171/277 | |-heal|p1a: Cobalion|188/277|[from] item: Leftovers |-heal|p2a: Gholdengo|257/261|[from] item: Leftovers |upkeep |turn|3 | |t:|1718381315 |move|p1a: Cobalion|Thunder Wave|p2a: Gholdengo |-immune|p2a: Gholdengo|[from] ability: Good as Gold |move|p2a: Gholdengo|Thunder Wave|p1a: Cobalion |-status|p1a: Cobalion|par | |-heal|p2a: Gholdengo|261/261|[from] item: Leftovers |-heal|p1a: Cobalion|205/277 par|[from] item: Leftovers |upkeep |turn|4 |c|☆SomeTaxEvader|thought it was volt switch lmao | |t:|1718381329 |switch|p1a: Araquanid|Araquanid, L82, F|246/246 |move|p2a: Gholdengo|Shadow Ball|p1a: Araquanid |-damage|p1a: Araquanid|173/246 | |upkeep |turn|5 | |t:|1718381335 |move|p2a: Gholdengo|Thunder Wave|p1a: Araquanid|[miss] |-miss|p2a: Gholdengo|p1a: Araquanid |move|p1a: Araquanid|Liquidation|p2a: Gholdengo |-damage|p2a: Gholdengo|134/261 | |-heal|p2a: Gholdengo|150/261|[from] item: Leftovers |upkeep |turn|6 | |t:|1718381339 |move|p2a: Gholdengo|Thunder Wave|p1a: Araquanid |-status|p1a: Araquanid|par |move|p1a: Araquanid|Liquidation|p2a: Gholdengo |-damage|p2a: Gholdengo|9/261 | |-heal|p2a: Gholdengo|25/261|[from] item: Leftovers |upkeep |turn|7 | |t:|1718381342 |move|p2a: Gholdengo|Recover|p2a: Gholdengo |-heal|p2a: Gholdengo|156/261 |move|p1a: Araquanid|Sticky Web|p2a: Gholdengo |-sidestart|p2: all my fellas|move: Sticky Web | |-heal|p2a: Gholdengo|172/261|[from] item: Leftovers |upkeep |turn|8 | |t:|1718381347 |move|p2a: Gholdengo|Shadow Ball|p1a: Araquanid |-damage|p1a: Araquanid|104/246 par |move|p1a: Araquanid|Liquidation|p2a: Gholdengo |-damage|p2a: Gholdengo|24/261 | |-heal|p2a: Gholdengo|40/261|[from] item: Leftovers |upkeep |turn|9 | |t:|1718381350 |move|p2a: Gholdengo|Recover|p2a: Gholdengo |-heal|p2a: Gholdengo|171/261 |move|p1a: Araquanid|Liquidation|p2a: Gholdengo |-damage|p2a: Gholdengo|27/261 |-unboost|p2a: Gholdengo|def|1 | |-heal|p2a: Gholdengo|43/261|[from] item: Leftovers |upkeep |turn|10 | |t:|1718381359 |move|p2a: Gholdengo|Shadow Ball|p1a: Araquanid |-damage|p1a: Araquanid|29/246 par |-unboost|p1a: Araquanid|spd|1 |cant|p1a: Araquanid|par | |-heal|p2a: Gholdengo|59/261|[from] item: Leftovers |upkeep |turn|11 | |t:|1718381363 |move|p2a: Gholdengo|Shadow Ball|p1a: Araquanid |-damage|p1a: Araquanid|0 fnt |faint|p1a: Araquanid | |-heal|p2a: Gholdengo|75/261|[from] item: Leftovers |upkeep | |t:|1718381368 |switch|p1a: Flygon|Flygon, L82, F|265/265 |turn|12 | |t:|1718381371 |move|p1a: Flygon|Earthquake|p2a: Gholdengo |-supereffective|p2a: Gholdengo |-damage|p2a: Gholdengo|0 fnt |faint|p2a: Gholdengo | |upkeep | |t:|1718381374 |switch|p2a: Illumise|Illumise, L91, F|266/266 |turn|13 | |t:|1718381384 |switch|p1a: Cobalion|Cobalion, L80|205/277 par |move|p2a: Illumise|Bug Buzz|p1a: Cobalion |-resisted|p1a: Cobalion |-damage|p1a: Cobalion|178/277 par | |-heal|p1a: Cobalion|195/277 par|[from] item: Leftovers |upkeep |turn|14 | |t:|1718381389 |switch|p2a: Electrode|Electrode, L92|260/260 |-damage|p2a: Electrode|228/260|[from] Stealth Rock |-activate|p2a: Electrode|move: Sticky Web |-unboost|p2a: Electrode|spe|1 |move|p1a: Cobalion|Iron Head|p2a: Electrode |-resisted|p2a: Electrode |-damage|p2a: Electrode|188/260 | |-heal|p1a: Cobalion|212/277 par|[from] item: Leftovers |upkeep |turn|15 | |t:|1718381394 |switch|p1a: Hippowdon|Hippowdon, L82, F|311/311 |-weather|Sandstorm|[from] ability: Sand Stream|[of] p1a: Hippowdon |move|p2a: Electrode|Thunderbolt|p1a: Hippowdon |-immune|p1a: Hippowdon | |-weather|Sandstorm|[upkeep] |-damage|p2a: Electrode|172/260|[from] Sandstorm |upkeep |turn|16 | |t:|1718381401 |switch|p2a: Illumise|Illumise, L91, F|266/266 |switch|p1a: Cobalion|Cobalion, L80|212/277 par | |-weather|Sandstorm|[upkeep] |-damage|p2a: Illumise|250/266|[from] Sandstorm |-heal|p1a: Cobalion|229/277 par|[from] item: Leftovers |upkeep |turn|17 | |t:|1718381407 |switch|p2a: Electrode|Electrode, L92|172/260 |-damage|p2a: Electrode|140/260|[from] Stealth Rock |-activate|p2a: Electrode|move: Sticky Web |-unboost|p2a: Electrode|spe|1 |move|p1a: Cobalion|Iron Head|p2a: Electrode |-resisted|p2a: Electrode |-damage|p2a: Electrode|102/260 | |-weather|Sandstorm|[upkeep] |-damage|p2a: Electrode|86/260|[from] Sandstorm |-heal|p1a: Cobalion|246/277 par|[from] item: Leftovers |upkeep |turn|18 | |t:|1718381411 |switch|p1a: Hippowdon|Hippowdon, L82, F|311/311 |-terastallize|p2a: Electrode|Ice |move|p2a: Electrode|Tera Blast|p1a: Hippowdon|[anim] Tera Blast Ice |-supereffective|p1a: Hippowdon |-damage|p1a: Hippowdon|67/311 |-damage|p2a: Electrode|60/260|[from] item: Life Orb | |-weather|Sandstorm|[upkeep] |-damage|p2a: Electrode|44/260|[from] Sandstorm |upkeep |turn|19 | |t:|1718381416 |switch|p1a: Slowbro|Slowbro-Galar, L87, F|307/307 |move|p2a: Electrode|Tera Blast|p1a: Slowbro|[anim] Tera Blast Ice |-damage|p1a: Slowbro|181/307 |-damage|p2a: Electrode|18/260|[from] item: Life Orb | |-weather|none |upkeep |turn|20 | |t:|1718381425 |switch|p1a: Hippowdon|Hippowdon, L82, F|67/311 |-weather|Sandstorm|[from] ability: Sand Stream|[of] p1a: Hippowdon |move|p2a: Electrode|Tera Blast|p1a: Hippowdon|[anim] Tera Blast Ice |-supereffective|p1a: Hippowdon |-damage|p1a: Hippowdon|0 fnt |faint|p1a: Hippowdon |-damage|p2a: Electrode|0 fnt|[from] item: Life Orb |faint|p2a: Electrode | |-weather|Sandstorm|[upkeep] |upkeep | |t:|1718381436 |switch|p2a: Wugtrio|Wugtrio, L91, M|212/212 |switch|p1a: Cobalion|Cobalion, L80|246/277 par |-damage|p2a: Wugtrio|186/212|[from] Stealth Rock |-activate|p2a: Wugtrio|move: Sticky Web |-unboost|p2a: Wugtrio|spe|1 |turn|21 | |t:|1718381442 |move|p2a: Wugtrio|Liquidation|p1a: Cobalion |-damage|p1a: Cobalion|126/277 par |-unboost|p1a: Cobalion|def|1 |move|p1a: Cobalion|Body Press|p2a: Wugtrio |-damage|p2a: Wugtrio|93/212 |-ability|p2a: Wugtrio|Gooey |-unboost|p1a: Cobalion|spe|1 | |-weather|Sandstorm|[upkeep] |-damage|p2a: Wugtrio|80/212|[from] Sandstorm |-heal|p1a: Cobalion|143/277 par|[from] item: Leftovers |upkeep |turn|22 | |t:|1718381449 |move|p2a: Wugtrio|Liquidation|p1a: Cobalion |-damage|p1a: Cobalion|0 fnt |faint|p1a: Cobalion | |-weather|Sandstorm|[upkeep] |-damage|p2a: Wugtrio|67/212|[from] Sandstorm |upkeep | |t:|1718381452 |switch|p1a: Slowbro|Slowbro-Galar, L87, F|283/307 |turn|23 | |t:|1718381459 |move|p2a: Wugtrio|Liquidation|p1a: Slowbro |-damage|p1a: Slowbro|132/307 |-unboost|p1a: Slowbro|def|1 |move|p1a: Slowbro|Shell Side Arm|p2a: Wugtrio|[anim] Shell Side Arm Physical |-damage|p2a: Wugtrio|0 fnt |-hint|Physical Shell Side Arm |-ability|p2a: Wugtrio|Gooey |-unboost|p1a: Slowbro|spe|1 |faint|p2a: Wugtrio |-damage|p1a: Slowbro|102/307|[from] item: Life Orb | |-weather|Sandstorm|[upkeep] |-damage|p1a: Slowbro|83/307|[from] Sandstorm |upkeep | |t:|1718381467 |switch|p2a: Illumise|Illumise, L91, F|250/266 |turn|24 | |t:|1718381481 |switch|p1a: Flygon|Flygon, L82, F|265/265 |move|p2a: Illumise|Bug Buzz|p1a: Flygon |-damage|p1a: Flygon|172/265 | |-weather|none |upkeep |turn|25 | |t:|1718381491 |move|p1a: Flygon|Stone Edge|p2a: Illumise |-supereffective|p2a: Illumise |-damage|p2a: Illumise|96/266 |move|p2a: Illumise|Bug Buzz|p1a: Flygon |-damage|p1a: Flygon|76/265 | |upkeep |turn|26 | |t:|1718381497 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|229/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Flygon|Stone Edge|p2a: Illumise |-supereffective|p2a: Illumise |-damage|p2a: Illumise|83/266 | |upkeep |turn|27 | |t:|1718381504 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|216/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Flygon|Outrage|p2a: Illumise |-crit|p2a: Illumise |-damage|p2a: Illumise|33/266 | |upkeep |turn|28 | |t:|1718381507 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|166/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Flygon|Outrage|p2a: Illumise|[from]lockedmove |-damage|p2a: Illumise|48/266 |-start|p1a: Flygon|confusion|[fatigue] |-enditem|p1a: Flygon|Lum Berry|[eat] |-end|p1a: Flygon|confusion | |upkeep |turn|29 | |t:|1718381512 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|181/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Flygon|Outrage|p2a: Illumise |-damage|p2a: Illumise|52/266 | |upkeep |turn|30 | |t:|1718381515 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|185/266 |-singleturn|p2a: Illumise|move: Roost |move|p1a: Flygon|Outrage|p2a: Illumise|[from]lockedmove |-damage|p2a: Illumise|59/266 |-start|p1a: Flygon|confusion|[fatigue] | |upkeep |turn|31 | |t:|1718381518 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|192/266 |-singleturn|p2a: Illumise|move: Roost |-activate|p1a: Flygon|confusion |move|p1a: Flygon|Outrage|p2a: Illumise |-damage|p2a: Illumise|74/266 | |upkeep |turn|32 | |t:|1718381521 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|207/266 |-singleturn|p2a: Illumise|move: Roost |-activate|p1a: Flygon|confusion |move|p1a: Flygon|Outrage|p2a: Illumise|[from]lockedmove |-damage|p2a: Illumise|86/266 | |upkeep |turn|33 | |t:|1718381524 |move|p2a: Illumise|Roost|p2a: Illumise |-heal|p2a: Illumise|219/266 |-singleturn|p2a: Illumise|move: Roost |-activate|p1a: Flygon|confusion |move|p1a: Flygon|Outrage|p2a: Illumise |-damage|p2a: Illumise|83/266 | |upkeep |turn|34 | |t:|1718381528 |-activate|p1a: Flygon|confusion |move|p1a: Flygon|Outrage|p2a: Illumise|[from]lockedmove |-damage|p2a: Illumise|0 fnt |faint|p2a: Illumise | |upkeep | |t:|1718381531 |switch|p2a: Gardevoir|Gardevoir, L83, F|249/249 |-damage|p2a: Gardevoir|218/249|[from] Stealth Rock |-activate|p2a: Gardevoir|move: Sticky Web |-unboost|p2a: Gardevoir|spe|1 |-ability|p2a: Gardevoir|Levitate|[from] ability: Trace|[of] p1a: Flygon |turn|35 | |t:|1718381538 |-end|p1a: Flygon|confusion |move|p1a: Flygon|Outrage|p2a: Gardevoir|[from]lockedmove |-immune|p2a: Gardevoir |-start|p1a: Flygon|confusion|[fatigue] |move|p2a: Gardevoir|Psyshock|p1a: Flygon |-damage|p1a: Flygon|0 fnt |faint|p1a: Flygon | |upkeep | |t:|1718381551 |switch|p1a: Slowbro|Slowbro-Galar, L87, F|185/307 |turn|36 | |t:|1718381561 |move|p2a: Gardevoir|Psyshock|p1a: Slowbro |-damage|p1a: Slowbro|94/307 |move|p1a: Slowbro|Shell Side Arm|p2a: Gardevoir|[anim] Shell Side Arm Physical |-supereffective|p2a: Gardevoir |-damage|p2a: Gardevoir|0 fnt |-hint|Physical Shell Side Arm |faint|p2a: Gardevoir |-damage|p1a: Slowbro|64/307|[from] item: Life Orb | |upkeep | |t:|1718381564 |switch|p2a: Fezandipiti|Fezandipiti, L82, M|278/278 |-damage|p2a: Fezandipiti|244/278|[from] Stealth Rock |-activate|p2a: Fezandipiti|move: Sticky Web |-unboost|p2a: Fezandipiti|spe|1 |turn|37 | |t:|1718381572 |switch|p1a: Hawlucha|Hawlucha, L80, M|256/256 |move|p2a: Fezandipiti|Gunk Shot|p1a: Hawlucha|[miss] |-miss|p2a: Fezandipiti|p1a: Hawlucha | |-heal|p2a: Fezandipiti|261/278|[from] item: Leftovers |upkeep |turn|38 | |t:|1718381579 |move|p1a: Hawlucha|Encore|p2a: Fezandipiti |-start|p2a: Fezandipiti|Encore |move|p2a: Fezandipiti|Gunk Shot|p1a: Hawlucha |-damage|p1a: Hawlucha|130/256 | |-heal|p2a: Fezandipiti|278/278|[from] item: Leftovers |upkeep |turn|39 | |t:|1718381582 |move|p1a: Hawlucha|Brave Bird|p2a: Fezandipiti |-damage|p2a: Fezandipiti|146/278 |-damage|p1a: Hawlucha|86/256|[from] Recoil |move|p2a: Fezandipiti|Gunk Shot|p1a: Hawlucha |-damage|p1a: Hawlucha|0 fnt |faint|p1a: Hawlucha | |-heal|p2a: Fezandipiti|163/278|[from] item: Leftovers |upkeep | |t:|1718381585 |switch|p1a: Slowbro|Slowbro-Galar, L87, F|166/307 |turn|40 | |t:|1718381590 |move|p2a: Fezandipiti|Gunk Shot|p1a: Slowbro |-resisted|p1a: Slowbro |-damage|p1a: Slowbro|111/307 |move|p1a: Slowbro|Psychic|p2a: Fezandipiti |-supereffective|p2a: Fezandipiti |-damage|p2a: Fezandipiti|0 fnt |faint|p2a: Fezandipiti |-damage|p1a: Slowbro|81/307|[from] item: Life Orb | |win|SomeTaxEvader |raw|SomeTaxEvader's rating: 2171 &rarr; <strong>2199</strong><br />(+28 for winning) |raw|all my fellas's rating: 2312 &rarr; <strong>2284</strong><br />(-28 for losing) |l|☆all my fellas |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cobalion Cobalion, L80 277/277\nswitch p2a: Fezandipiti Fezandipiti, L82, M 278/278\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nironhead: 20% - 24%\nstealthrock: 0 - 0\nthunderwave: 0 - 0\nbodypress: 3% - 4%\n\n\nHere is the impact of the opponent's fezandipiti moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move ironhead\n1. /choose move stealthrock\n2. /choose move thunderwave\n3. /choose move bodypress\n4. /choose switch araquanid\n5. /choose switch flygon\n6. /choose switch hippowdon\n7. /choose switch slowbrogalar\n8. /choose switch hawlucha\n\n\nThe winner chose to do the following:\n/choose move ironhead\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cobalion Cobalion, L80 277/277\nswitch p2a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Cobalion Iron Head p2a: Gholdengo\n-damage p2a: Gholdengo 225/261\n-heal p2a: Gholdengo 241/261 [from] item: Leftovers\nturn 2\nmove p1a: Cobalion Stealth Rock p2a: Gholdengo\n-sidestart p2: all my fellas move: Stealth Rock\nmove p2a: Gholdengo Shadow Ball p1a: Cobalion\n-damage p1a: Cobalion 171/277\n-heal p1a: Cobalion 188/277 [from] item: Leftovers\n-heal p2a: Gholdengo 257/261 [from] item: Leftovers\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nironhead: 5% - 6%\nstealthrock: 0 - 0\nthunderwave: 0 - 0\nbodypress: 0 - 0\n\n\nHere is the impact of the opponent's gholdengo moves and the hp range that the move will do:\nshadowball: 56% - 67%\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move ironhead\n1. /choose move stealthrock\n2. /choose move thunderwave\n3. /choose move bodypress\n4. /choose switch araquanid\n5. /choose switch flygon\n6. /choose switch hippowdon\n7. /choose switch slowbrogalar\n8. /choose switch hawlucha\n\n\nThe winner chose to do the following:\n/choose move thunderwave\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cobalion Cobalion, L80 277/277\nswitch p2a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Cobalion Iron Head p2a: Gholdengo\n-damage p2a: Gholdengo 225/261\n-heal p2a: Gholdengo 241/261 [from] item: Leftovers\nturn 2\nmove p1a: Cobalion Stealth Rock p2a: Gholdengo\n-sidestart p2: all my fellas move: Stealth Rock\nmove p2a: Gholdengo Shadow Ball p1a: Cobalion\n-damage p1a: Cobalion 171/277\n-heal p1a: Cobalion 188/277 [from] item: Leftovers\n-heal p2a: Gholdengo 257/261 [from] item: Leftovers\nturn 3\nmove p1a: Cobalion Thunder Wave p2a: Gholdengo\n-immune p2a: Gholdengo [from] ability: Good as Gold\nmove p2a: Gholdengo Thunder Wave p1a: Cobalion\n-status p1a: Cobalion par\n-heal p2a: Gholdengo 261/261 [from] item: Leftovers\n-heal p1a: Cobalion 205/277 par [from] item: Leftovers\nturn 4\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Gholdengo Shadow Ball p1a: Araquanid\n-damage p1a: Araquanid 173/246\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nliquidation: 19% - 22%\nstickyweb: 0 - 0\n\n\nHere is the impact of the opponent's gholdengo moves and the hp range that the move will do:\nshadowball: 36% - 43%\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move liquidation\n1. /choose move stickyweb\n2. /choose switch cobalion\n3. /choose switch flygon\n4. /choose switch hippowdon\n5. /choose switch slowbrogalar\n6. /choose switch hawlucha\n\n\nThe winner chose to do the following:\n/choose move liquidation\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cobalion Cobalion, L80 277/277\nswitch p2a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Cobalion Iron Head p2a: Gholdengo\n-damage p2a: Gholdengo 225/261\n-heal p2a: Gholdengo 241/261 [from] item: Leftovers\nturn 2\nmove p1a: Cobalion Stealth Rock p2a: Gholdengo\n-sidestart p2: all my fellas move: Stealth Rock\nmove p2a: Gholdengo Shadow Ball p1a: Cobalion\n-damage p1a: Cobalion 171/277\n-heal p1a: Cobalion 188/277 [from] item: Leftovers\n-heal p2a: Gholdengo 257/261 [from] item: Leftovers\nturn 3\nmove p1a: Cobalion Thunder Wave p2a: Gholdengo\n-immune p2a: Gholdengo [from] ability: Good as Gold\nmove p2a: Gholdengo Thunder Wave p1a: Cobalion\n-status p1a: Cobalion par\n-heal p2a: Gholdengo 261/261 [from] item: Leftovers\n-heal p1a: Cobalion 205/277 par [from] item: Leftovers\nturn 4\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Gholdengo Shadow Ball p1a: Araquanid\n-damage p1a: Araquanid 173/246\nturn 5\nmove p2a: Gholdengo Thunder Wave p1a: Araquanid [miss]\nmove p1a: Araquanid Liquidation p2a: Gholdengo\n-damage p2a: Gholdengo 134/261\n-heal p2a: Gholdengo 150/261 [from] item: Leftovers\nturn 6\nmove p2a: Gholdengo Thunder Wave p1a: Araquanid\n-status p1a: Araquanid par\nmove p1a: Araquanid Liquidation p2a: Gholdengo\n-damage p2a: Gholdengo 9/261\n-heal p2a: Gholdengo 25/261 [from] item: Leftovers\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nliquidation: 201% - 237%\nstickyweb: 0 - 0\n\n\nHere is the impact of the opponent's gholdengo moves and the hp range that the move will do:\nshadowball: 36% - 43%\nthunderwave: 0 - 0\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move liquidation\n1. /choose move stickyweb\n2. /choose switch cobalion\n3. /choose switch flygon\n4. /choose switch hippowdon\n5. /choose switch slowbrogalar\n6. /choose switch hawlucha\n\n\nThe winner chose to do the following:\n/choose move stickyweb\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Cobalion Cobalion, L80 277/277\nswitch p2a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 1\nswitch p2a: Gholdengo Gholdengo, L77 261/261\nmove p1a: Cobalion Iron Head p2a: Gholdengo\n-damage p2a: Gholdengo 225/261\n-heal p2a: Gholdengo 241/261 [from] item: Leftovers\nturn 2\nmove p1a: Cobalion Stealth Rock p2a: Gholdengo\n-sidestart p2: all my fellas move: Stealth Rock\nmove p2a: Gholdengo Shadow Ball p1a: Cobalion\n-damage p1a: Cobalion 171/277\n-heal p1a: Cobalion 188/277 [from] item: Leftovers\n-heal p2a: Gholdengo 257/261 [from] item: Leftovers\nturn 3\nmove p1a: Cobalion Thunder Wave p2a: Gholdengo\n-immune p2a: Gholdengo [from] ability: Good as Gold\nmove p2a: Gholdengo Thunder Wave p1a: Cobalion\n-status p1a: Cobalion par\n-heal p2a: Gholdengo 261/261 [from] item: Leftovers\n-heal p1a: Cobalion 205/277 par [from] item: Leftovers\nturn 4\nswitch p1a: Araquanid Araquanid, L82, F 246/246\nmove p2a: Gholdengo Shadow Ball p1a: Araquanid\n-damage p1a: Araquanid 173/246\nturn 5\nmove p2a: Gholdengo Thunder Wave p1a: Araquanid [miss]\nmove p1a: Araquanid Liquidation p2a: Gholdengo\n-damage p2a: Gholdengo 134/261\n-heal p2a: Gholdengo 150/261 [from] item: Leftovers\nturn 6\nmove p2a: Gholdengo Thunder Wave p1a: Araquanid\n-status p1a: Araquanid par\nmove p1a: Araquanid Liquidation p2a: Gholdengo\n-damage p2a: Gholdengo 9/261\n-heal p2a: Gholdengo 25/261 [from] item: Leftovers\nturn 7\nmove p2a: Gholdengo Recover p2a: Gholdengo\n-heal p2a: Gholdengo 156/261\nmove p1a: Araquanid Sticky Web p2a: Gholdengo\n-sidestart p2: all my fellas move: Sticky Web\n-heal p2a: Gholdengo 172/261 [from] item: Leftovers\nturn 8\nmove p2a: Gholdengo Shadow Ball p1a: Araquanid\n-damage p1a: Araquanid 104/246 par\nmove p1a: Araquanid Liquidation p2a: Gholdengo\n-damage p2a: Gholdengo 24/261\n-heal p2a: Gholdengo 40/261 [from] item: Leftovers\n\nHere is the impact of the player's araquanid moves and the hp range that the move will do:\nliquidation: 126% - 148%\nstickyweb: 0 - 0\n\n\nHere is the impact of the opponent's gholdengo moves and the hp range that the move will do:\nshadowball: 60% - 72%\nthunderwave: 0 - 0\nrecover: 0 - 0\n\n\nThe winner's active Pokemon is araquanid. They had the following choices:\n0. /choose move liquidation\n1. /choose move stickyweb\n2. /choose switch cobalion\n3. /choose switch flygon\n4. /choose switch hippowdon\n5. /choose switch slowbrogalar\n6. /choose switch hawlucha\n\n\nThe winner chose to do the following:\n/choose move liquidation\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,359
gen9randombattle-2138188783
2,199
|j|☆TSM-Virgil |j|☆Guimd33 |t:|1717693447 |gametype|singles |player|p1|TSM-Virgil|acetrainer|2255 |player|p2|Guimd33|pokekid|2174 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717693447 |start |switch|p1a: Meloetta|Meloetta, L82|298/298 |switch|p2a: Grumpig|Grumpig, L92, F|297/297 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Guimd33) | |t:|1717693465 |switch|p1a: Skuntank|Skuntank, L84, M|310/310 |move|p2a: Grumpig|Nasty Plot|p2a: Grumpig |-boost|p2a: Grumpig|spa|2 | |upkeep |turn|2 | |t:|1717693473 |switch|p1a: Corviknight|Corviknight, L80, M|288/288 |move|p2a: Grumpig|Dazzling Gleam|p1a: Corviknight |-resisted|p1a: Corviknight |-damage|p1a: Corviknight|224/288 | |-heal|p1a: Corviknight|242/288|[from] item: Leftovers |upkeep |turn|3 | |t:|1717693478 |move|p2a: Grumpig|Nasty Plot|p2a: Grumpig |-boost|p2a: Grumpig|spa|2 |move|p1a: Corviknight|U-turn|p2a: Grumpig |-supereffective|p2a: Grumpig |-damage|p2a: Grumpig|207/297 | |t:|1717693483 |switch|p1a: Koraidon|Koraidon, L64|235/235|[from] U-turn |-weather|SunnyDay|[from] ability: Orichalcum Pulse|[of] p1a: Koraidon |-activate|p1a: Koraidon|Orichalcum Pulse|[source] | |-weather|SunnyDay|[upkeep] |-heal|p2a: Grumpig|225/297|[from] item: Leftovers |upkeep |turn|4 | |t:|1717693496 |-terastallize|p2a: Grumpig|Fairy |move|p1a: Koraidon|U-turn|p2a: Grumpig |-resisted|p2a: Grumpig |-damage|p2a: Grumpig|185/297 | |t:|1717693506 |switch|p1a: Corviknight|Corviknight, L80, M|242/288|[from] U-turn |move|p2a: Grumpig|Dazzling Gleam|p1a: Corviknight |-resisted|p1a: Corviknight |-damage|p1a: Corviknight|101/288 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Grumpig|203/297|[from] item: Leftovers |-heal|p1a: Corviknight|119/288|[from] item: Leftovers |upkeep |turn|5 | |t:|1717693513 |move|p2a: Grumpig|Dazzling Gleam|p1a: Corviknight |-resisted|p1a: Corviknight |-damage|p1a: Corviknight|0 fnt |faint|p1a: Corviknight | |-weather|SunnyDay|[upkeep] |-heal|p2a: Grumpig|221/297|[from] item: Leftovers |upkeep | |t:|1717693526 |switch|p1a: Skuntank|Skuntank, L84, M|310/310 |turn|6 | |t:|1717693529 |move|p2a: Grumpig|Dazzling Gleam|p1a: Skuntank |-damage|p1a: Skuntank|0 fnt |faint|p1a: Skuntank | |-weather|SunnyDay|[upkeep] |-heal|p2a: Grumpig|239/297|[from] item: Leftovers |upkeep | |t:|1717693534 |switch|p1a: Meloetta|Meloetta, L82|298/298 |turn|7 | |t:|1717693536 |move|p2a: Grumpig|Dazzling Gleam|p1a: Meloetta |-damage|p1a: Meloetta|91/298 |move|p1a: Meloetta|Hyper Voice|p2a: Grumpig |-damage|p2a: Grumpig|118/297 |-damage|p1a: Meloetta|62/298|[from] item: Life Orb | |-weather|none |-heal|p2a: Grumpig|136/297|[from] item: Leftovers |upkeep |turn|8 | |t:|1717693543 |move|p2a: Grumpig|Dazzling Gleam|p1a: Meloetta |-damage|p1a: Meloetta|0 fnt |faint|p1a: Meloetta | |-heal|p2a: Grumpig|154/297|[from] item: Leftovers |upkeep |c|☆TSM-Virgil|Yeah rip gg wp | |t:|1717693558 |switch|p1a: Koraidon|Koraidon, L64|235/235 |-weather|SunnyDay|[from] ability: Orichalcum Pulse|[of] p1a: Koraidon |-activate|p1a: Koraidon|Orichalcum Pulse|[source] |turn|9 | |t:|1717693560 |-terastallize|p1a: Koraidon|Fire |move|p1a: Koraidon|Flare Blitz|p2a: Grumpig |-damage|p2a: Grumpig|0 fnt |faint|p2a: Grumpig |-damage|p1a: Koraidon|184/235|[from] Recoil | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1717693573 |switch|p2a: Ninetales|Ninetales, L85, F|263/263 |turn|10 | |t:|1717693578 |move|p2a: Ninetales|Nasty Plot|p2a: Ninetales |-boost|p2a: Ninetales|spa|2 |move|p1a: Koraidon|Flare Blitz|p2a: Ninetales |-resisted|p2a: Ninetales |-damage|p2a: Ninetales|93/263 |-damage|p1a: Koraidon|128/235|[from] Recoil | |-weather|SunnyDay|[upkeep] |upkeep |turn|11 | |t:|1717693585 |switch|p1a: Ting-Lu|Ting-Lu, L78|370/370 |-ability|p1a: Ting-Lu|Vessel of Ruin |move|p2a: Ninetales|Scorching Sands|p1a: Ting-Lu |-damage|p1a: Ting-Lu|294/370 | |-weather|SunnyDay|[upkeep] |-heal|p1a: Ting-Lu|317/370|[from] item: Leftovers |upkeep |turn|12 | |t:|1717693590 |move|p2a: Ninetales|Fire Blast|p1a: Ting-Lu |-crit|p1a: Ting-Lu |-damage|p1a: Ting-Lu|0 fnt |faint|p1a: Ting-Lu | |-weather|SunnyDay|[upkeep] |upkeep |c|☆TSM-Virgil|OOF | |t:|1717693602 |switch|p1a: Bastiodon|Bastiodon, L89, F|252/252 |turn|13 | |t:|1717693606 |move|p2a: Ninetales|Scorching Sands|p1a: Bastiodon |-supereffective|p1a: Bastiodon |-damage|p1a: Bastiodon|16/252 |move|p1a: Bastiodon|Body Press|p2a: Ninetales |-damage|p2a: Ninetales|0 fnt |faint|p2a: Ninetales | |-weather|none |upkeep | |t:|1717693611 |switch|p2a: Keldeo|Keldeo-Resolute, L79|273/273 |turn|14 | |t:|1717693616 |move|p2a: Keldeo|Secret Sword|p1a: Bastiodon |-supereffective|p1a: Bastiodon |-damage|p1a: Bastiodon|0 fnt |faint|p1a: Bastiodon | |upkeep | |t:|1717693618 |switch|p1a: Koraidon|Koraidon, L64, tera:Fire|128/235 |-weather|SunnyDay|[from] ability: Orichalcum Pulse|[of] p1a: Koraidon |-activate|p1a: Koraidon|Orichalcum Pulse|[source] |turn|15 | |t:|1717693623 |move|p2a: Keldeo|Hydro Pump|p1a: Koraidon |-supereffective|p1a: Koraidon |-damage|p1a: Koraidon|0 fnt |faint|p1a: Koraidon | |win|Guimd33 |raw|TSM-Virgil's rating: 2255 &rarr; <strong>2230</strong><br />(-25 for losing) |raw|Guimd33's rating: 2174 &rarr; <strong>2199</strong><br />(+25 for winning) |l|☆Guimd33 |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\n\nHere is the impact of the player's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\ndazzlinggleam: 5% - 6%\n\n\nHere is the impact of the opponent's meloetta moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is grumpig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move dazzlinggleam\n2. /choose move nastyplot terastallize\n3. /choose move dazzlinggleam terastallize\n4. /choose switch ninetales\n5. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\n\nHere is the impact of the player's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\ndazzlinggleam: 9% - 11%\n\n\nHere is the impact of the opponent's corviknight moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is grumpig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move dazzlinggleam\n2. /choose move nastyplot terastallize\n3. /choose move dazzlinggleam terastallize\n4. /choose switch ninetales\n5. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move nastyplot\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\n\nHere is the impact of the player's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\ndazzlinggleam: 43% - 51%\n\n\nHere is the impact of the opponent's corviknight moves and the hp range that the move will do:\nuturn: 10% - 13%\n\n\nThe winner's active Pokemon is grumpig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move dazzlinggleam\n2. /choose switch ninetales\n3. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move dazzlinggleam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\nturn 5\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 0 fnt\nfaint p1a: Corviknight\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 221/297 [from] item: Leftovers\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nturn 6\nmove p2a: Grumpig Dazzling Gleam p1a: Skuntank\n-damage p1a: Skuntank 0 fnt\nfaint p1a: Skuntank\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 239/297 [from] item: Leftovers\nswitch p1a: Meloetta Meloetta, L82 298/298\n\nHere is the impact of the player's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\ndazzlinggleam: 23% - 27%\n\n\nHere is the impact of the opponent's meloetta moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is grumpig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move dazzlinggleam\n2. /choose switch ninetales\n3. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move dazzlinggleam\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\nturn 5\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 0 fnt\nfaint p1a: Corviknight\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 221/297 [from] item: Leftovers\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nturn 6\nmove p2a: Grumpig Dazzling Gleam p1a: Skuntank\n-damage p1a: Skuntank 0 fnt\nfaint p1a: Skuntank\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 239/297 [from] item: Leftovers\nswitch p1a: Meloetta Meloetta, L82 298/298\nturn 7\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 91/298\nmove p1a: Meloetta Hyper Voice p2a: Grumpig\n-damage p2a: Grumpig 118/297\n-damage p1a: Meloetta 62/298 [from] item: Life Orb\n-weather none\n-heal p2a: Grumpig 136/297 [from] item: Leftovers\nturn 8\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 0 fnt\nfaint p1a: Meloetta\n-heal p2a: Grumpig 154/297 [from] item: Leftovers\nswitch p1a: Koraidon Koraidon, L64 235/235\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n\nHere is the impact of the player's grumpig moves and the hp range that the move will do:\nnastyplot: 0 - 0\ndazzlinggleam: 235% - 277%\n\n\nHere is the impact of the opponent's koraidon moves and the hp range that the move will do:\nuturn: 13% - 16%\n\n\nThe winner's active Pokemon is grumpig. They had the following choices:\n0. /choose move nastyplot\n1. /choose move dazzlinggleam\n2. /choose switch ninetales\n3. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in ninetales.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\nturn 5\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 0 fnt\nfaint p1a: Corviknight\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 221/297 [from] item: Leftovers\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nturn 6\nmove p2a: Grumpig Dazzling Gleam p1a: Skuntank\n-damage p1a: Skuntank 0 fnt\nfaint p1a: Skuntank\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 239/297 [from] item: Leftovers\nswitch p1a: Meloetta Meloetta, L82 298/298\nturn 7\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 91/298\nmove p1a: Meloetta Hyper Voice p2a: Grumpig\n-damage p2a: Grumpig 118/297\n-damage p1a: Meloetta 62/298 [from] item: Life Orb\n-weather none\n-heal p2a: Grumpig 136/297 [from] item: Leftovers\nturn 8\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 0 fnt\nfaint p1a: Meloetta\n-heal p2a: Grumpig 154/297 [from] item: Leftovers\nswitch p1a: Koraidon Koraidon, L64 235/235\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\nturn 9\n-terastallize p1a: Koraidon Fire\nmove p1a: Koraidon Flare Blitz p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\n-damage p1a: Koraidon 184/235 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p2a: Ninetales Ninetales, L85, F 263/263\nturn 10\nmove p2a: Ninetales Nasty Plot p2a: Ninetales\n-boost p2a: Ninetales spa 2\nmove p1a: Koraidon Flare Blitz p2a: Ninetales\n-damage p2a: Ninetales 93/263\n-damage p1a: Koraidon 128/235 [from] Recoil\n-weather SunnyDay [upkeep]\n\nHere is the impact of the player's ninetales moves and the hp range that the move will do:\nnastyplot: 0 - 0\nscorchingsands: 67% - 80%\nfireblast: 39% - 47%\n\n\nHere is the impact of the opponent's koraidon moves and the hp range that the move will do:\nuturn: 21% - 25%\nflareblitz: 0 - 0\n\n\nThe winner's active Pokemon is ninetales. They had the following choices:\n0. /choose move nastyplot\n1. /choose move scorchingsands\n2. /choose move fireblast\n3. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move scorchingsands\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\nturn 5\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 0 fnt\nfaint p1a: Corviknight\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 221/297 [from] item: Leftovers\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nturn 6\nmove p2a: Grumpig Dazzling Gleam p1a: Skuntank\n-damage p1a: Skuntank 0 fnt\nfaint p1a: Skuntank\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 239/297 [from] item: Leftovers\nswitch p1a: Meloetta Meloetta, L82 298/298\nturn 7\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 91/298\nmove p1a: Meloetta Hyper Voice p2a: Grumpig\n-damage p2a: Grumpig 118/297\n-damage p1a: Meloetta 62/298 [from] item: Life Orb\n-weather none\n-heal p2a: Grumpig 136/297 [from] item: Leftovers\nturn 8\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 0 fnt\nfaint p1a: Meloetta\n-heal p2a: Grumpig 154/297 [from] item: Leftovers\nswitch p1a: Koraidon Koraidon, L64 235/235\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\nturn 9\n-terastallize p1a: Koraidon Fire\nmove p1a: Koraidon Flare Blitz p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\n-damage p1a: Koraidon 184/235 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p2a: Ninetales Ninetales, L85, F 263/263\nturn 10\nmove p2a: Ninetales Nasty Plot p2a: Ninetales\n-boost p2a: Ninetales spa 2\nmove p1a: Koraidon Flare Blitz p2a: Ninetales\n-damage p2a: Ninetales 93/263\n-damage p1a: Koraidon 128/235 [from] Recoil\n-weather SunnyDay [upkeep]\nturn 11\nswitch p1a: Ting-Lu Ting-Lu, L78 370/370\n-ability p1a: Ting-Lu Vessel of Ruin\nmove p2a: Ninetales Scorching Sands p1a: Ting-Lu\n-damage p1a: Ting-Lu 294/370\n-weather SunnyDay [upkeep]\n-heal p1a: Ting-Lu 317/370 [from] item: Leftovers\nturn 12\nmove p2a: Ninetales Fire Blast p1a: Ting-Lu\n-damage p1a: Ting-Lu 0 fnt\nfaint p1a: Ting-Lu\n-weather SunnyDay [upkeep]\nswitch p1a: Bastiodon Bastiodon, L89, F 252/252\n\nHere is the impact of the player's ninetales moves and the hp range that the move will do:\nnastyplot: 0 - 0\nscorchingsands: 36% - 42%\nfireblast: 21% - 25%\n\n\nHere is the impact of the opponent's bastiodon moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ninetales. They had the following choices:\n0. /choose move nastyplot\n1. /choose move scorchingsands\n2. /choose move fireblast\n3. /choose switch keldeoresolute\n\n\nThe winner chose to do the following:\n/choose move scorchingsands\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Meloetta Meloetta, L82 298/298\nswitch p2a: Grumpig Grumpig, L92, F 297/297\nturn 1\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nturn 2\nswitch p1a: Corviknight Corviknight, L80, M 288/288\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 224/288\n-heal p1a: Corviknight 242/288 [from] item: Leftovers\nturn 3\nmove p2a: Grumpig Nasty Plot p2a: Grumpig\n-boost p2a: Grumpig spa 2\nmove p1a: Corviknight U-turn p2a: Grumpig\n-damage p2a: Grumpig 207/297\nswitch p1a: Koraidon Koraidon, L64 235/235 [from] U-turn\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 225/297 [from] item: Leftovers\nturn 4\n-terastallize p2a: Grumpig Fairy\nmove p1a: Koraidon U-turn p2a: Grumpig\n-damage p2a: Grumpig 185/297\nswitch p1a: Corviknight Corviknight, L80, M 242/288 [from] U-turn\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 101/288\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 203/297 [from] item: Leftovers\n-heal p1a: Corviknight 119/288 [from] item: Leftovers\nturn 5\nmove p2a: Grumpig Dazzling Gleam p1a: Corviknight\n-damage p1a: Corviknight 0 fnt\nfaint p1a: Corviknight\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 221/297 [from] item: Leftovers\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nturn 6\nmove p2a: Grumpig Dazzling Gleam p1a: Skuntank\n-damage p1a: Skuntank 0 fnt\nfaint p1a: Skuntank\n-weather SunnyDay [upkeep]\n-heal p2a: Grumpig 239/297 [from] item: Leftovers\nswitch p1a: Meloetta Meloetta, L82 298/298\nturn 7\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 91/298\nmove p1a: Meloetta Hyper Voice p2a: Grumpig\n-damage p2a: Grumpig 118/297\n-damage p1a: Meloetta 62/298 [from] item: Life Orb\n-weather none\n-heal p2a: Grumpig 136/297 [from] item: Leftovers\nturn 8\nmove p2a: Grumpig Dazzling Gleam p1a: Meloetta\n-damage p1a: Meloetta 0 fnt\nfaint p1a: Meloetta\n-heal p2a: Grumpig 154/297 [from] item: Leftovers\nswitch p1a: Koraidon Koraidon, L64 235/235\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\nturn 9\n-terastallize p1a: Koraidon Fire\nmove p1a: Koraidon Flare Blitz p2a: Grumpig\n-damage p2a: Grumpig 0 fnt\nfaint p2a: Grumpig\n-damage p1a: Koraidon 184/235 [from] Recoil\n-weather SunnyDay [upkeep]\nswitch p2a: Ninetales Ninetales, L85, F 263/263\nturn 10\nmove p2a: Ninetales Nasty Plot p2a: Ninetales\n-boost p2a: Ninetales spa 2\nmove p1a: Koraidon Flare Blitz p2a: Ninetales\n-damage p2a: Ninetales 93/263\n-damage p1a: Koraidon 128/235 [from] Recoil\n-weather SunnyDay [upkeep]\nturn 11\nswitch p1a: Ting-Lu Ting-Lu, L78 370/370\n-ability p1a: Ting-Lu Vessel of Ruin\nmove p2a: Ninetales Scorching Sands p1a: Ting-Lu\n-damage p1a: Ting-Lu 294/370\n-weather SunnyDay [upkeep]\n-heal p1a: Ting-Lu 317/370 [from] item: Leftovers\nturn 12\nmove p2a: Ninetales Fire Blast p1a: Ting-Lu\n-damage p1a: Ting-Lu 0 fnt\nfaint p1a: Ting-Lu\n-weather SunnyDay [upkeep]\nswitch p1a: Bastiodon Bastiodon, L89, F 252/252\nturn 13\nmove p2a: Ninetales Scorching Sands p1a: Bastiodon\n-damage p1a: Bastiodon 16/252\nmove p1a: Bastiodon Body Press p2a: Ninetales\n-damage p2a: Ninetales 0 fnt\nfaint p2a: Ninetales\n-weather none\nswitch p2a: Keldeo Keldeo-Resolute, L79 273/273\nturn 14\nmove p2a: Keldeo Secret Sword p1a: Bastiodon\n-damage p1a: Bastiodon 0 fnt\nfaint p1a: Bastiodon\nswitch p1a: Koraidon Koraidon, L64, tera:Fire 128/235\n-weather SunnyDay [from] ability: Orichalcum Pulse [of] p1a: Koraidon\n-activate p1a: Koraidon Orichalcum Pulse [source]\n\nHere is the impact of the player's keldeoresolute moves and the hp range that the move will do:\nsecretsword: 34% - 40%\nhydropump: 101% - 119%\n\n\nHere is the impact of the opponent's koraidon moves and the hp range that the move will do:\nuturn: 6% - 8%\nflareblitz: 17% - 20%\n\n\nThe winner's active Pokemon is keldeoresolute. They had the following choices:\n0. /choose move secretsword\n1. /choose move hydropump\n\n\nThe winner chose to do the following:\n/choose move hydropump\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,362
gen9randombattle-2137745035
2,199
|j|☆papadopes |j|☆jimml |t:|1717632138 |gametype|singles |player|p1|papadopes|170|2176 |player|p2|jimml|byron|2229 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717632138 |start |switch|p1a: Giratina|Giratina, L75|349/349 |switch|p2a: Necrozma|Necrozma-Dusk-Mane, L69|248/248 |-ability|p1a: Giratina|Pressure |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by jimml) | |t:|1717632160 |switch|p1a: Armarouge|Armarouge, L81, F|270/270 |switch|p2a: Dewgong|Dewgong, L93, M|318/318 | |upkeep |turn|2 | |t:|1717632174 |switch|p1a: Cobalion|Cobalion, L80|277/277 |move|p2a: Dewgong|Knock Off|p1a: Cobalion |-resisted|p1a: Cobalion |-damage|p1a: Cobalion|250/277 |-ability|p1a: Cobalion|Justified|boost |-boost|p1a: Cobalion|atk|1 |-enditem|p1a: Cobalion|Life Orb|[from] move: Knock Off|[of] p2a: Dewgong | |upkeep |turn|3 | |t:|1717632191 |move|p1a: Cobalion|Swords Dance|p1a: Cobalion |-boost|p1a: Cobalion|atk|2 |move|p2a: Dewgong|Hydro Pump|p1a: Cobalion|[miss] |-miss|p2a: Dewgong|p1a: Cobalion | |upkeep |turn|4 | |t:|1717632195 |move|p1a: Cobalion|Close Combat|p2a: Dewgong |-supereffective|p2a: Dewgong |-damage|p2a: Dewgong|0 fnt |-unboost|p1a: Cobalion|def|1 |-unboost|p1a: Cobalion|spd|1 |faint|p2a: Dewgong | |upkeep | |t:|1717632203 |switch|p2a: Raikou|Raikou, L81|278/278 |-ability|p2a: Raikou|Pressure |turn|5 | |t:|1717632214 |move|p2a: Raikou|Volt Switch|p1a: Cobalion |-damage|p1a: Cobalion|39/277 | |t:|1717632224 |switch|p2a: Grafaiai|Grafaiai, L86, M|249/249|[from] Volt Switch |move|p1a: Cobalion|Close Combat|p2a: Grafaiai |-damage|p2a: Grafaiai|0 fnt |-unboost|p1a: Cobalion|def|1 |-unboost|p1a: Cobalion|spd|1 |faint|p2a: Grafaiai | |upkeep | |t:|1717632226 |switch|p2a: Raikou|Raikou, L81|278/278 |-ability|p2a: Raikou|Pressure |turn|6 | |t:|1717632233 |switch|p1a: Palossand|Palossand, L89, M|296/296 |move|p2a: Raikou|Volt Switch|p1a: Palossand |-immune|p1a: Palossand | |upkeep |turn|7 | |t:|1717632242 |switch|p2a: Groudon|Groudon, L72|263/263 |-weather|SunnyDay|[from] ability: Drought|[of] p2a: Groudon |move|p1a: Palossand|Earth Power|p2a: Groudon |-damage|p2a: Groudon|136/263 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|152/263|[from] item: Leftovers |upkeep |turn|8 | |t:|1717632249 |move|p2a: Groudon|Precipice Blades|p1a: Palossand |-damage|p1a: Palossand|199/296 |move|p1a: Palossand|Shadow Ball|p2a: Groudon |-damage|p2a: Groudon|46/263 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|62/263|[from] item: Leftovers |-heal|p1a: Palossand|217/296|[from] item: Leftovers |upkeep |turn|9 | |t:|1717632257 |move|p1a: Palossand|Shore Up|p1a: Palossand |-heal|p1a: Palossand|296/296 |move|p2a: Groudon|Roar|p1a: Palossand |drag|p1a: Armarouge|Armarouge, L81, F|270/270 | |-weather|SunnyDay|[upkeep] |-heal|p2a: Groudon|78/263|[from] item: Leftovers |upkeep |turn|10 | |t:|1717632262 |move|p2a: Groudon|Precipice Blades|p1a: Armarouge |-supereffective|p1a: Armarouge |-damage|p1a: Armarouge|40/270 |-ability|p1a: Armarouge|Weak Armor|boost |-unboost|p1a: Armarouge|def|1 |-boost|p1a: Armarouge|spe|2 |move|p1a: Armarouge|Armor Cannon|p2a: Groudon |-damage|p2a: Groudon|0 fnt |-unboost|p1a: Armarouge|def|1 |-unboost|p1a: Armarouge|spd|1 |faint|p2a: Groudon | |-weather|SunnyDay|[upkeep] |upkeep | |t:|1717632281 |switch|p2a: Necrozma|Necrozma-Dusk-Mane, L69|248/248 |turn|11 | |t:|1717632286 |-terastallize|p2a: Necrozma|Water |move|p1a: Armarouge|Armor Cannon|p2a: Necrozma |-resisted|p2a: Necrozma |-damage|p2a: Necrozma|68/248 |-unboost|p1a: Armarouge|def|1 |-unboost|p1a: Armarouge|spd|1 |move|p2a: Necrozma|Dragon Dance|p2a: Necrozma |-boost|p2a: Necrozma|atk|1 |-boost|p2a: Necrozma|spe|1 | |-weather|none |upkeep |turn|12 | |t:|1717632294 |move|p1a: Armarouge|Armor Cannon|p2a: Necrozma |-resisted|p2a: Necrozma |-damage|p2a: Necrozma|0 fnt |-unboost|p1a: Armarouge|def|1 |-unboost|p1a: Armarouge|spd|1 |faint|p2a: Necrozma | |upkeep |-message|jimml forfeited. | |win|papadopes |raw|papadopes's rating: 2176 &rarr; <strong>2199</strong><br />(+23 for winning) |raw|jimml's rating: 2229 &rarr; <strong>2206</strong><br />(-23 for losing) |l|☆jimml |player|p2|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\n\nHere is the impact of the player's giratina moves and the hp range that the move will do:\n\n\nHere is the impact of the opponent's necrozmaduskmane moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is giratina. They had the following choices:\n0. /choose switch armarouge\n1. /choose switch cobalion\n2. /choose switch palossand\n\n\nThe winner chose to do the following:\n/choose switch armarouge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\nturn 1\nswitch p1a: Armarouge Armarouge, L81, F 270/270\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nturn 2\nswitch p1a: Cobalion Cobalion, L80 277/277\nmove p2a: Dewgong Knock Off p1a: Cobalion\n-damage p1a: Cobalion 250/277\n-ability p1a: Cobalion Justified boost\n-boost p1a: Cobalion atk 1\n-enditem p1a: Cobalion Life Orb [from] move: Knock Off [of] p2a: Dewgong\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 31% - 37%\n\n\nHere is the impact of the opponent's dewgong moves and the hp range that the move will do:\nknockoff: 6% - 7%\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose switch giratina\n3. /choose switch armarouge\n4. /choose switch palossand\n\n\nThe winner chose to do the following:\n/choose move swordsdance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\nturn 1\nswitch p1a: Armarouge Armarouge, L81, F 270/270\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nturn 2\nswitch p1a: Cobalion Cobalion, L80 277/277\nmove p2a: Dewgong Knock Off p1a: Cobalion\n-damage p1a: Cobalion 250/277\n-ability p1a: Cobalion Justified boost\n-boost p1a: Cobalion atk 1\n-enditem p1a: Cobalion Life Orb [from] move: Knock Off [of] p2a: Dewgong\nturn 3\nmove p1a: Cobalion Swords Dance p1a: Cobalion\n-boost p1a: Cobalion atk 2\nmove p2a: Dewgong Hydro Pump p1a: Cobalion [miss]\nturn 4\nmove p1a: Cobalion Close Combat p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Dewgong\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\n\nHere is the impact of the player's cobalion moves and the hp range that the move will do:\nswordsdance: 0 - 0\nclosecombat: 41% - 48%\n\n\nHere is the impact of the opponent's raikou moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is cobalion. They had the following choices:\n0. /choose move swordsdance\n1. /choose move closecombat\n2. /choose switch giratina\n3. /choose switch armarouge\n4. /choose switch palossand\n\n\nThe winner chose to do the following:\n/choose move closecombat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\nturn 1\nswitch p1a: Armarouge Armarouge, L81, F 270/270\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nturn 2\nswitch p1a: Cobalion Cobalion, L80 277/277\nmove p2a: Dewgong Knock Off p1a: Cobalion\n-damage p1a: Cobalion 250/277\n-ability p1a: Cobalion Justified boost\n-boost p1a: Cobalion atk 1\n-enditem p1a: Cobalion Life Orb [from] move: Knock Off [of] p2a: Dewgong\nturn 3\nmove p1a: Cobalion Swords Dance p1a: Cobalion\n-boost p1a: Cobalion atk 2\nmove p2a: Dewgong Hydro Pump p1a: Cobalion [miss]\nturn 4\nmove p1a: Cobalion Close Combat p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Dewgong\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 5\nmove p2a: Raikou Volt Switch p1a: Cobalion\n-damage p1a: Cobalion 39/277\nswitch p2a: Grafaiai Grafaiai, L86, M 249/249 [from] Volt Switch\nmove p1a: Cobalion Close Combat p2a: Grafaiai\n-damage p2a: Grafaiai 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Grafaiai\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 6\nswitch p1a: Palossand Palossand, L89, M 296/296\nmove p2a: Raikou Volt Switch p1a: Palossand\n-immune p1a: Palossand\n\nHere is the impact of the player's palossand moves and the hp range that the move will do:\nearthpower: 25% - 30%\nshadowball: 11% - 13%\nshoreup: 0 - 0\n\n\nHere is the impact of the opponent's raikou moves and the hp range that the move will do:\nvoltswitch: 0 - 0\n\n\nThe winner's active Pokemon is palossand. They had the following choices:\n0. /choose move earthpower\n1. /choose move shadowball\n2. /choose move shoreup\n3. /choose switch giratina\n4. /choose switch armarouge\n5. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move earthpower\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\nturn 1\nswitch p1a: Armarouge Armarouge, L81, F 270/270\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nturn 2\nswitch p1a: Cobalion Cobalion, L80 277/277\nmove p2a: Dewgong Knock Off p1a: Cobalion\n-damage p1a: Cobalion 250/277\n-ability p1a: Cobalion Justified boost\n-boost p1a: Cobalion atk 1\n-enditem p1a: Cobalion Life Orb [from] move: Knock Off [of] p2a: Dewgong\nturn 3\nmove p1a: Cobalion Swords Dance p1a: Cobalion\n-boost p1a: Cobalion atk 2\nmove p2a: Dewgong Hydro Pump p1a: Cobalion [miss]\nturn 4\nmove p1a: Cobalion Close Combat p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Dewgong\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 5\nmove p2a: Raikou Volt Switch p1a: Cobalion\n-damage p1a: Cobalion 39/277\nswitch p2a: Grafaiai Grafaiai, L86, M 249/249 [from] Volt Switch\nmove p1a: Cobalion Close Combat p2a: Grafaiai\n-damage p2a: Grafaiai 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Grafaiai\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 6\nswitch p1a: Palossand Palossand, L89, M 296/296\nmove p2a: Raikou Volt Switch p1a: Palossand\n-immune p1a: Palossand\nturn 7\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Palossand Earth Power p2a: Groudon\n-damage p2a: Groudon 136/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 152/263 [from] item: Leftovers\nturn 8\nmove p2a: Groudon Precipice Blades p1a: Palossand\n-damage p1a: Palossand 199/296\nmove p1a: Palossand Shadow Ball p2a: Groudon\n-damage p2a: Groudon 46/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 62/263 [from] item: Leftovers\n-heal p1a: Palossand 217/296 [from] item: Leftovers\n\nHere is the impact of the player's palossand moves and the hp range that the move will do:\nearthpower: 74% - 88%\nshadowball: 66% - 78%\nshoreup: 0 - 0\n\n\nHere is the impact of the opponent's groudon moves and the hp range that the move will do:\nprecipiceblades: 45% - 53%\n\n\nThe winner's active Pokemon is palossand. They had the following choices:\n0. /choose move earthpower\n1. /choose move shadowball\n2. /choose move shoreup\n3. /choose switch giratina\n4. /choose switch armarouge\n5. /choose switch cobalion\n\n\nThe winner chose to do the following:\n/choose move shoreup\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Giratina Giratina, L75 349/349\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n-ability p1a: Giratina Pressure\nturn 1\nswitch p1a: Armarouge Armarouge, L81, F 270/270\nswitch p2a: Dewgong Dewgong, L93, M 318/318\nturn 2\nswitch p1a: Cobalion Cobalion, L80 277/277\nmove p2a: Dewgong Knock Off p1a: Cobalion\n-damage p1a: Cobalion 250/277\n-ability p1a: Cobalion Justified boost\n-boost p1a: Cobalion atk 1\n-enditem p1a: Cobalion Life Orb [from] move: Knock Off [of] p2a: Dewgong\nturn 3\nmove p1a: Cobalion Swords Dance p1a: Cobalion\n-boost p1a: Cobalion atk 2\nmove p2a: Dewgong Hydro Pump p1a: Cobalion [miss]\nturn 4\nmove p1a: Cobalion Close Combat p2a: Dewgong\n-damage p2a: Dewgong 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Dewgong\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 5\nmove p2a: Raikou Volt Switch p1a: Cobalion\n-damage p1a: Cobalion 39/277\nswitch p2a: Grafaiai Grafaiai, L86, M 249/249 [from] Volt Switch\nmove p1a: Cobalion Close Combat p2a: Grafaiai\n-damage p2a: Grafaiai 0 fnt\n-unboost p1a: Cobalion def 1\n-unboost p1a: Cobalion spd 1\nfaint p2a: Grafaiai\nswitch p2a: Raikou Raikou, L81 278/278\n-ability p2a: Raikou Pressure\nturn 6\nswitch p1a: Palossand Palossand, L89, M 296/296\nmove p2a: Raikou Volt Switch p1a: Palossand\n-immune p1a: Palossand\nturn 7\nswitch p2a: Groudon Groudon, L72 263/263\n-weather SunnyDay [from] ability: Drought [of] p2a: Groudon\nmove p1a: Palossand Earth Power p2a: Groudon\n-damage p2a: Groudon 136/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 152/263 [from] item: Leftovers\nturn 8\nmove p2a: Groudon Precipice Blades p1a: Palossand\n-damage p1a: Palossand 199/296\nmove p1a: Palossand Shadow Ball p2a: Groudon\n-damage p2a: Groudon 46/263\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 62/263 [from] item: Leftovers\n-heal p1a: Palossand 217/296 [from] item: Leftovers\nturn 9\nmove p1a: Palossand Shore Up p1a: Palossand\n-heal p1a: Palossand 296/296\nmove p2a: Groudon Roar p1a: Palossand\ndrag p1a: Armarouge Armarouge, L81, F 270/270\n-weather SunnyDay [upkeep]\n-heal p2a: Groudon 78/263 [from] item: Leftovers\nturn 10\nmove p2a: Groudon Precipice Blades p1a: Armarouge\n-damage p1a: Armarouge 40/270\n-ability p1a: Armarouge Weak Armor boost\n-unboost p1a: Armarouge def 1\n-boost p1a: Armarouge spe 2\nmove p1a: Armarouge Armor Cannon p2a: Groudon\n-damage p2a: Groudon 0 fnt\n-unboost p1a: Armarouge def 1\n-unboost p1a: Armarouge spd 1\nfaint p2a: Groudon\n-weather SunnyDay [upkeep]\nswitch p2a: Necrozma Necrozma-Dusk-Mane, L69 248/248\n\nHere is the impact of the player's armarouge moves and the hp range that the move will do:\narmorcannon: 35% - 42%\n\n\nHere is the impact of the opponent's necrozmaduskmane moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is armarouge. They had the following choices:\n0. /choose move armorcannon\n1. /choose switch giratina\n2. /choose switch cobalion\n3. /choose switch palossand\n\n\nThe winner chose to do the following:\n/choose move armorcannon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,363
gen9randombattle-2135892466
2,199
|j|☆Gilgarush |j|☆Slim Workshop |t:|1717399905 |gametype|singles |player|p1|Gilgarush|grimsley-gen7|2214 |player|p2|Slim Workshop|170|2311 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717399905 |start |switch|p1a: Bronzong|Bronzong, L88|261/261 |switch|p2a: Lanturn|Lanturn, L89, F|367/367 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by Gilgarush) | |t:|1717399925 |move|p2a: Lanturn|Thunderbolt|p1a: Bronzong |-damage|p1a: Bronzong|162/261 |move|p1a: Bronzong|Hypnosis|p2a: Lanturn|[miss] |-miss|p1a: Bronzong|p2a: Lanturn | |-heal|p1a: Bronzong|178/261|[from] item: Leftovers |upkeep |turn|2 | |t:|1717399935 |switch|p1a: Lilligant|Lilligant, L86, F|261/261 |move|p2a: Lanturn|Thunderbolt|p1a: Lilligant |-resisted|p1a: Lilligant |-damage|p1a: Lilligant|191/261 | |upkeep |turn|3 | |t:|1717399943 |switch|p2a: Camerupt|Camerupt, L91, M|275/275 |move|p1a: Lilligant|Sleep Powder|p2a: Camerupt|[miss] |-miss|p1a: Lilligant|p2a: Camerupt | |upkeep |turn|4 | |t:|1717399948 |move|p1a: Lilligant|Sleep Powder|p2a: Camerupt|[miss] |-miss|p1a: Lilligant|p2a: Camerupt |move|p2a: Camerupt|Overheat|p1a: Lilligant |-supereffective|p1a: Lilligant |-crit|p1a: Lilligant |-damage|p1a: Lilligant|0 fnt |-unboost|p2a: Camerupt|spa|2 |faint|p1a: Lilligant | |upkeep |c|☆Slim Workshop|bro really want me to go to sleep | |t:|1717399962 |switch|p1a: Bronzong|Bronzong, L88|178/261 |turn|5 |c|☆Slim Workshop|this is my last I promise | |t:|1717399968 |move|p2a: Camerupt|Stealth Rock|p1a: Bronzong |-sidestart|p1: Gilgarush|move: Stealth Rock |move|p1a: Bronzong|Earthquake|p2a: Camerupt |-supereffective|p2a: Camerupt |-damage|p2a: Camerupt|154/275 | |-heal|p2a: Camerupt|171/275|[from] item: Leftovers |-heal|p1a: Bronzong|194/261|[from] item: Leftovers |upkeep |turn|6 | |t:|1717399981 |move|p2a: Camerupt|Overheat|p1a: Bronzong |-supereffective|p1a: Bronzong |-damage|p1a: Bronzong|48/261 |-unboost|p2a: Camerupt|spa|2 |move|p1a: Bronzong|Earthquake|p2a: Camerupt |-supereffective|p2a: Camerupt |-damage|p2a: Camerupt|59/275 | |-heal|p2a: Camerupt|76/275|[from] item: Leftovers |-heal|p1a: Bronzong|64/261|[from] item: Leftovers |upkeep |turn|7 | |t:|1717399984 |move|p2a: Camerupt|Overheat|p1a: Bronzong |-supereffective|p1a: Bronzong |-damage|p1a: Bronzong|0 fnt |-unboost|p2a: Camerupt|spa|2 |faint|p1a: Bronzong | |-heal|p2a: Camerupt|93/275|[from] item: Leftovers |upkeep | |t:|1717400000 |switch|p1a: Skarmory|Skarmory, L80, F|235/235 |-damage|p1a: Skarmory|206/235|[from] Stealth Rock |turn|8 | |t:|1717400005 |move|p1a: Skarmory|Stealth Rock|p2a: Camerupt |-sidestart|p2: Slim Workshop|move: Stealth Rock |move|p2a: Camerupt|Roar|p1a: Skarmory |drag|p1a: Noivern|Noivern, L82, M|274/274 |-damage|p1a: Noivern|206/274|[from] Stealth Rock | |-heal|p2a: Camerupt|110/275|[from] item: Leftovers |upkeep |turn|9 | |t:|1717400012 |move|p1a: Noivern|Draco Meteor|p2a: Camerupt |-damage|p2a: Camerupt|0 fnt |-unboost|p1a: Noivern|spa|2 |faint|p2a: Camerupt | |upkeep | |t:|1717400014 |switch|p2a: Glalie|Glalie, L96, F|309/309 |turn|10 | |t:|1717400022 |switch|p1a: Skarmory|Skarmory, L80, F|206/235 |-damage|p1a: Skarmory|177/235|[from] Stealth Rock |move|p2a: Glalie|Spikes|p1a: Skarmory |-sidestart|p1: Gilgarush|Spikes | |-heal|p1a: Skarmory|191/235|[from] item: Leftovers |upkeep |turn|11 | |t:|1717400026 |move|p2a: Glalie|Freeze-Dry|p1a: Skarmory |-damage|p1a: Skarmory|82/235 |move|p1a: Skarmory|Body Press|p2a: Glalie |-supereffective|p2a: Glalie |-damage|p2a: Glalie|179/309 | |-heal|p1a: Skarmory|96/235|[from] item: Leftovers |upkeep |turn|12 | |t:|1717400037 |move|p2a: Glalie|Freeze-Dry|p1a: Skarmory |-damage|p1a: Skarmory|0 fnt |faint|p1a: Skarmory | |upkeep | |t:|1717400045 |switch|p1a: Pecharunt|Pecharunt, L77|262/262 |-damage|p1a: Pecharunt|230/262|[from] Stealth Rock |-damage|p1a: Pecharunt|198/262|[from] Spikes |turn|13 | |t:|1717400050 |move|p2a: Glalie|Earthquake|p1a: Pecharunt |-supereffective|p1a: Pecharunt |-crit|p1a: Pecharunt |-damage|p1a: Pecharunt|44/262 |move|p1a: Pecharunt|Malignant Chain|p2a: Glalie |-damage|p2a: Glalie|101/309 | |-heal|p1a: Pecharunt|60/262|[from] item: Leftovers |upkeep |turn|14 | |t:|1717400060 |move|p2a: Glalie|Freeze-Dry|p1a: Pecharunt |-damage|p1a: Pecharunt|0 fnt |faint|p1a: Pecharunt | |upkeep | |t:|1717400064 |switch|p1a: Greninja|Greninja, L80, M|246/246 |-damage|p1a: Greninja|216/246|[from] Stealth Rock |-damage|p1a: Greninja|186/246|[from] Spikes |turn|15 | |t:|1717400068 |switch|p2a: Glaceon|Glaceon, L94, M|275/275 |move|p1a: Greninja|Dark Pulse|p2a: Glaceon |-start|p1a: Greninja|typechange|Dark|[from] ability: Protean |-damage|p2a: Glaceon|189/275 |-damage|p1a: Greninja|162/246|[from] item: Life Orb | |upkeep |turn|16 | |t:|1717400072 |-terastallize|p1a: Greninja|Dark |move|p1a: Greninja|Dark Pulse|p2a: Glaceon |-damage|p2a: Glaceon|56/275 |-damage|p1a: Greninja|138/246|[from] item: Life Orb |move|p2a: Glaceon|Wish|p2a: Glaceon | |upkeep |turn|17 | |t:|1717400080 |move|p2a: Glaceon|Protect|p2a: Glaceon |-singleturn|p2a: Glaceon|Protect |move|p1a: Greninja|Dark Pulse|p2a: Glaceon |-activate|p2a: Glaceon|move: Protect | |-heal|p2a: Glaceon|193/275|[from] move: Wish|[wisher] Glaceon |upkeep |turn|18 | |t:|1717400083 |switch|p2a: Glalie|Glalie, L96, F|101/309 |move|p1a: Greninja|Dark Pulse|p2a: Glalie |-damage|p2a: Glalie|0 fnt |faint|p2a: Glalie |-damage|p1a: Greninja|114/246|[from] item: Life Orb | |upkeep | |t:|1717400085 |switch|p2a: Noivern|Noivern, L82, M|274/274 |-damage|p2a: Noivern|206/274|[from] Stealth Rock |turn|19 | |t:|1717400089 |move|p2a: Noivern|Boomburst|p1a: Greninja |-damage|p1a: Greninja|0 fnt |faint|p1a: Greninja | |upkeep |-message|Gilgarush forfeited. | |win|Slim Workshop |raw|Gilgarush's rating: 2214 &rarr; <strong>2199</strong><br />(-15 for losing) |raw|Slim Workshop's rating: 2311 &rarr; <strong>2326</strong><br />(+15 for winning) |l|☆Gilgarush |player|p1|
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\n\nHere is the impact of the player's lanturn moves and the hp range that the move will do:\nthunderbolt: 9% - 11%\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lanturn. They had the following choices:\n0. /choose move thunderbolt\n1. /choose switch camerupt\n2. /choose switch glalie\n3. /choose switch glaceon\n4. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move thunderbolt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\n\nHere is the impact of the player's lanturn moves and the hp range that the move will do:\nthunderbolt: 9% - 11%\n\n\nHere is the impact of the opponent's lilligant moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is lanturn. They had the following choices:\n0. /choose move thunderbolt\n1. /choose switch camerupt\n2. /choose switch glalie\n3. /choose switch glaceon\n4. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose switch camerupt\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\n\nHere is the impact of the player's camerupt moves and the hp range that the move will do:\noverheat: 27% - 33%\nstealthrock: 0 - 0\nroar: 0 - 0\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\nhypnosis: 0 - 0\n\n\nThe winner's active Pokemon is camerupt. They had the following choices:\n0. /choose move overheat\n1. /choose move stealthrock\n2. /choose move roar\n3. /choose switch lanturn\n4. /choose switch glalie\n5. /choose switch glaceon\n6. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move stealthrock\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\n\nHere is the impact of the player's camerupt moves and the hp range that the move will do:\noverheat: 51% - 61%\nstealthrock: 0 - 0\nroar: 0 - 0\n\n\nHere is the impact of the opponent's bronzong moves and the hp range that the move will do:\nhypnosis: 0 - 0\nearthquake: 194% - 231%\n\n\nThe winner's active Pokemon is camerupt. They had the following choices:\n0. /choose move overheat\n1. /choose move stealthrock\n2. /choose move roar\n3. /choose switch lanturn\n4. /choose switch glalie\n5. /choose switch glaceon\n6. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move overheat\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\n\nHere is the impact of the player's camerupt moves and the hp range that the move will do:\noverheat: 4% - 5%\nstealthrock: 0 - 0\nroar: 0 - 0\n\n\nHere is the impact of the opponent's noivern moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is camerupt. They had the following choices:\n0. /choose move overheat\n1. /choose move stealthrock\n2. /choose move roar\n3. /choose switch lanturn\n4. /choose switch glalie\n5. /choose switch glaceon\n6. /choose switch noivern\n\n\nThe winner chose to do the following:\nSince the Pokemon fainted, we cannot determine the exact move they used. However, the winner chose to swap in glalie.\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\nturn 9\nmove p1a: Noivern Draco Meteor p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\n-unboost p1a: Noivern spa 2\nfaint p2a: Camerupt\nswitch p2a: Glalie Glalie, L96, F 309/309\nturn 10\nswitch p1a: Skarmory Skarmory, L80, F 206/235\n-damage p1a: Skarmory 177/235 [from] Stealth Rock\nmove p2a: Glalie Spikes p1a: Skarmory\n-sidestart p1: Gilgarush Spikes\n-heal p1a: Skarmory 191/235 [from] item: Leftovers\n\nHere is the impact of the player's glalie moves and the hp range that the move will do:\nspikes: 0 - 0\nfreezedry: 23% - 27%\nearthquake: 0 - 0\n\n\nHere is the impact of the opponent's skarmory moves and the hp range that the move will do:\nstealthrock: 0 - 0\n\n\nThe winner's active Pokemon is glalie. They had the following choices:\n0. /choose move spikes\n1. /choose move freezedry\n2. /choose move earthquake\n3. /choose switch lanturn\n4. /choose switch glaceon\n5. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move freezedry\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\nturn 9\nmove p1a: Noivern Draco Meteor p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\n-unboost p1a: Noivern spa 2\nfaint p2a: Camerupt\nswitch p2a: Glalie Glalie, L96, F 309/309\nturn 10\nswitch p1a: Skarmory Skarmory, L80, F 206/235\n-damage p1a: Skarmory 177/235 [from] Stealth Rock\nmove p2a: Glalie Spikes p1a: Skarmory\n-sidestart p1: Gilgarush Spikes\n-heal p1a: Skarmory 191/235 [from] item: Leftovers\nturn 11\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 82/235\nmove p1a: Skarmory Body Press p2a: Glalie\n-damage p2a: Glalie 179/309\n-heal p1a: Skarmory 96/235 [from] item: Leftovers\nturn 12\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Pecharunt Pecharunt, L77 262/262\n-damage p1a: Pecharunt 230/262 [from] Stealth Rock\n-damage p1a: Pecharunt 198/262 [from] Spikes\n\nHere is the impact of the player's glalie moves and the hp range that the move will do:\nspikes: 0 - 0\nfreezedry: 17% - 20%\nearthquake: 19% - 22%\n\n\nHere is the impact of the opponent's pecharunt moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is glalie. They had the following choices:\n0. /choose move spikes\n1. /choose move freezedry\n2. /choose move earthquake\n3. /choose switch lanturn\n4. /choose switch glaceon\n5. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move earthquake\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\nturn 9\nmove p1a: Noivern Draco Meteor p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\n-unboost p1a: Noivern spa 2\nfaint p2a: Camerupt\nswitch p2a: Glalie Glalie, L96, F 309/309\nturn 10\nswitch p1a: Skarmory Skarmory, L80, F 206/235\n-damage p1a: Skarmory 177/235 [from] Stealth Rock\nmove p2a: Glalie Spikes p1a: Skarmory\n-sidestart p1: Gilgarush Spikes\n-heal p1a: Skarmory 191/235 [from] item: Leftovers\nturn 11\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 82/235\nmove p1a: Skarmory Body Press p2a: Glalie\n-damage p2a: Glalie 179/309\n-heal p1a: Skarmory 96/235 [from] item: Leftovers\nturn 12\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Pecharunt Pecharunt, L77 262/262\n-damage p1a: Pecharunt 230/262 [from] Stealth Rock\n-damage p1a: Pecharunt 198/262 [from] Spikes\nturn 13\nmove p2a: Glalie Earthquake p1a: Pecharunt\n-damage p1a: Pecharunt 44/262\nmove p1a: Pecharunt Malignant Chain p2a: Glalie\n-damage p2a: Glalie 101/309\n-heal p1a: Pecharunt 60/262 [from] item: Leftovers\nturn 14\nmove p2a: Glalie Freeze-Dry p1a: Pecharunt\n-damage p1a: Pecharunt 0 fnt\nfaint p1a: Pecharunt\nswitch p1a: Greninja Greninja, L80, M 246/246\n-damage p1a: Greninja 216/246 [from] Stealth Rock\n-damage p1a: Greninja 186/246 [from] Spikes\n\nHere is the impact of the player's glalie moves and the hp range that the move will do:\nspikes: 0 - 0\nfreezedry: 43% - 52%\nearthquake: 21% - 25%\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is glalie. They had the following choices:\n0. /choose move spikes\n1. /choose move freezedry\n2. /choose move earthquake\n3. /choose switch lanturn\n4. /choose switch glaceon\n5. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose switch glaceon\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\nturn 9\nmove p1a: Noivern Draco Meteor p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\n-unboost p1a: Noivern spa 2\nfaint p2a: Camerupt\nswitch p2a: Glalie Glalie, L96, F 309/309\nturn 10\nswitch p1a: Skarmory Skarmory, L80, F 206/235\n-damage p1a: Skarmory 177/235 [from] Stealth Rock\nmove p2a: Glalie Spikes p1a: Skarmory\n-sidestart p1: Gilgarush Spikes\n-heal p1a: Skarmory 191/235 [from] item: Leftovers\nturn 11\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 82/235\nmove p1a: Skarmory Body Press p2a: Glalie\n-damage p2a: Glalie 179/309\n-heal p1a: Skarmory 96/235 [from] item: Leftovers\nturn 12\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Pecharunt Pecharunt, L77 262/262\n-damage p1a: Pecharunt 230/262 [from] Stealth Rock\n-damage p1a: Pecharunt 198/262 [from] Spikes\nturn 13\nmove p2a: Glalie Earthquake p1a: Pecharunt\n-damage p1a: Pecharunt 44/262\nmove p1a: Pecharunt Malignant Chain p2a: Glalie\n-damage p2a: Glalie 101/309\n-heal p1a: Pecharunt 60/262 [from] item: Leftovers\nturn 14\nmove p2a: Glalie Freeze-Dry p1a: Pecharunt\n-damage p1a: Pecharunt 0 fnt\nfaint p1a: Pecharunt\nswitch p1a: Greninja Greninja, L80, M 246/246\n-damage p1a: Greninja 216/246 [from] Stealth Rock\n-damage p1a: Greninja 186/246 [from] Spikes\nturn 15\nswitch p2a: Glaceon Glaceon, L94, M 275/275\nmove p1a: Greninja Dark Pulse p2a: Glaceon\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Glaceon 189/275\n-damage p1a: Greninja 162/246 [from] item: Life Orb\nturn 16\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Glaceon\n-damage p2a: Glaceon 56/275\n-damage p1a: Greninja 138/246 [from] item: Life Orb\nmove p2a: Glaceon Wish p2a: Glaceon\n\nHere is the impact of the player's glaceon moves and the hp range that the move will do:\nwish: 0 - 0\nprotect: 0 - 0\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\ndarkpulse: 200% - 237%\n\n\nThe winner's active Pokemon is glaceon. They had the following choices:\n0. /choose move wish\n1. /choose move protect\n2. /choose switch lanturn\n3. /choose switch glalie\n4. /choose switch noivern\n\n\nThe winner chose to do the following:\n/choose move protect\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Bronzong Bronzong, L88 261/261\nswitch p2a: Lanturn Lanturn, L89, F 367/367\nturn 1\nmove p2a: Lanturn Thunderbolt p1a: Bronzong\n-damage p1a: Bronzong 162/261\nmove p1a: Bronzong Hypnosis p2a: Lanturn [miss]\n-heal p1a: Bronzong 178/261 [from] item: Leftovers\nturn 2\nswitch p1a: Lilligant Lilligant, L86, F 261/261\nmove p2a: Lanturn Thunderbolt p1a: Lilligant\n-damage p1a: Lilligant 191/261\nturn 3\nswitch p2a: Camerupt Camerupt, L91, M 275/275\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nturn 4\nmove p1a: Lilligant Sleep Powder p2a: Camerupt [miss]\nmove p2a: Camerupt Overheat p1a: Lilligant\n-damage p1a: Lilligant 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Lilligant\nswitch p1a: Bronzong Bronzong, L88 178/261\nturn 5\nmove p2a: Camerupt Stealth Rock p1a: Bronzong\n-sidestart p1: Gilgarush move: Stealth Rock\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 154/275\n-heal p2a: Camerupt 171/275 [from] item: Leftovers\n-heal p1a: Bronzong 194/261 [from] item: Leftovers\nturn 6\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 48/261\n-unboost p2a: Camerupt spa 2\nmove p1a: Bronzong Earthquake p2a: Camerupt\n-damage p2a: Camerupt 59/275\n-heal p2a: Camerupt 76/275 [from] item: Leftovers\n-heal p1a: Bronzong 64/261 [from] item: Leftovers\nturn 7\nmove p2a: Camerupt Overheat p1a: Bronzong\n-damage p1a: Bronzong 0 fnt\n-unboost p2a: Camerupt spa 2\nfaint p1a: Bronzong\n-heal p2a: Camerupt 93/275 [from] item: Leftovers\nswitch p1a: Skarmory Skarmory, L80, F 235/235\n-damage p1a: Skarmory 206/235 [from] Stealth Rock\nturn 8\nmove p1a: Skarmory Stealth Rock p2a: Camerupt\n-sidestart p2: Slim Workshop move: Stealth Rock\nmove p2a: Camerupt Roar p1a: Skarmory\ndrag p1a: Noivern Noivern, L82, M 274/274\n-damage p1a: Noivern 206/274 [from] Stealth Rock\n-heal p2a: Camerupt 110/275 [from] item: Leftovers\nturn 9\nmove p1a: Noivern Draco Meteor p2a: Camerupt\n-damage p2a: Camerupt 0 fnt\n-unboost p1a: Noivern spa 2\nfaint p2a: Camerupt\nswitch p2a: Glalie Glalie, L96, F 309/309\nturn 10\nswitch p1a: Skarmory Skarmory, L80, F 206/235\n-damage p1a: Skarmory 177/235 [from] Stealth Rock\nmove p2a: Glalie Spikes p1a: Skarmory\n-sidestart p1: Gilgarush Spikes\n-heal p1a: Skarmory 191/235 [from] item: Leftovers\nturn 11\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 82/235\nmove p1a: Skarmory Body Press p2a: Glalie\n-damage p2a: Glalie 179/309\n-heal p1a: Skarmory 96/235 [from] item: Leftovers\nturn 12\nmove p2a: Glalie Freeze-Dry p1a: Skarmory\n-damage p1a: Skarmory 0 fnt\nfaint p1a: Skarmory\nswitch p1a: Pecharunt Pecharunt, L77 262/262\n-damage p1a: Pecharunt 230/262 [from] Stealth Rock\n-damage p1a: Pecharunt 198/262 [from] Spikes\nturn 13\nmove p2a: Glalie Earthquake p1a: Pecharunt\n-damage p1a: Pecharunt 44/262\nmove p1a: Pecharunt Malignant Chain p2a: Glalie\n-damage p2a: Glalie 101/309\n-heal p1a: Pecharunt 60/262 [from] item: Leftovers\nturn 14\nmove p2a: Glalie Freeze-Dry p1a: Pecharunt\n-damage p1a: Pecharunt 0 fnt\nfaint p1a: Pecharunt\nswitch p1a: Greninja Greninja, L80, M 246/246\n-damage p1a: Greninja 216/246 [from] Stealth Rock\n-damage p1a: Greninja 186/246 [from] Spikes\nturn 15\nswitch p2a: Glaceon Glaceon, L94, M 275/275\nmove p1a: Greninja Dark Pulse p2a: Glaceon\n-start p1a: Greninja typechange Dark [from] ability: Protean\n-damage p2a: Glaceon 189/275\n-damage p1a: Greninja 162/246 [from] item: Life Orb\nturn 16\n-terastallize p1a: Greninja Dark\nmove p1a: Greninja Dark Pulse p2a: Glaceon\n-damage p2a: Glaceon 56/275\n-damage p1a: Greninja 138/246 [from] item: Life Orb\nmove p2a: Glaceon Wish p2a: Glaceon\nturn 17\nmove p2a: Glaceon Protect p2a: Glaceon\n-singleturn p2a: Glaceon Protect\nmove p1a: Greninja Dark Pulse p2a: Glaceon\n-activate p2a: Glaceon move: Protect\n-heal p2a: Glaceon 193/275 [from] move: Wish [wisher] Glaceon\nturn 18\nswitch p2a: Glalie Glalie, L96, F 101/309\nmove p1a: Greninja Dark Pulse p2a: Glalie\n-damage p2a: Glalie 0 fnt\nfaint p2a: Glalie\n-damage p1a: Greninja 114/246 [from] item: Life Orb\nswitch p2a: Noivern Noivern, L82, M 274/274\n-damage p2a: Noivern 206/274 [from] Stealth Rock\n\nHere is the impact of the player's noivern moves and the hp range that the move will do:\nboomburst: 40% - 48%\n\n\nHere is the impact of the opponent's greninja moves and the hp range that the move will do:\ndarkpulse: 70% - 84%\n\n\nThe winner's active Pokemon is noivern. They had the following choices:\n0. /choose move boomburst\n1. /choose switch lanturn\n2. /choose switch glaceon\n\n\nThe winner chose to do the following:\n/choose move boomburst\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,364
gen9randombattle-2135358662
2,199
|badge|p2|silver|gen9randombattle|30-1 |uhtml|medal-msg|<div class="broadcast-blue">Curious what those medals under the avatar are? PS now has Ladder Seasons! For more information, check out the <a href="https://www.smogon.com/forums/threads/3740067/">thread on Smogon.</a></div> |j|☆soccercrazy792 |j|☆paysa |t:|1717328206 |gametype|singles |player|p1|soccercrazy792|1|2206 |player|p2|paysa|caitlin|2473 |teamsize|p1|6 |teamsize|p2|6 |gen|9 |tier|[Gen 9] Random Battle |rated| |rule|Species Clause: Limit one of each Pokémon |rule|HP Percentage Mod: HP is shown in percentages |rule|Sleep Clause Mod: Limit one foe put to sleep |rule|Illusion Level Mod: Illusion disguises the Pokémon's true level | |t:|1717328206 |start |switch|p1a: Blissey|Blissey, L84, F|566/566 |switch|p2a: Barraskewda|Barraskewda, L81, M|231/231 |turn|1 |inactive|Battle timer is ON: inactive players will automatically lose when time's up. (requested by paysa) |inactive|soccercrazy792 has 120 seconds left. | |t:|1717328248 |switch|p1a: Cramorant|Cramorant, L86, F|261/261 |move|p2a: Barraskewda|Flip Turn|p1a: Cramorant |-resisted|p1a: Cramorant |-damage|p1a: Cramorant|193/261 |inactive|paysa has 120 seconds left. |inactive|paysa has 90 seconds left. | |t:|1717328329 |switch|p2a: Thundurus|Thundurus, L80, M|258/258|[from] Flip Turn | |upkeep |turn|2 | |t:|1717328344 |switch|p2a: Barraskewda|Barraskewda, L81, M|231/231 |switch|p1a: Fezandipiti|Fezandipiti, L82, M|278/278 | |upkeep |turn|3 | |t:|1717328361 |move|p2a: Barraskewda|Flip Turn|p1a: Fezandipiti |-damage|p1a: Fezandipiti|158/278 | |t:|1717328368 |switch|p2a: Mew|Mew, L82|298/298|[from] Flip Turn |move|p1a: Fezandipiti|Play Rough|p2a: Mew |-damage|p2a: Mew|220/298 | |upkeep |turn|4 |inactive|paysa has 60 seconds left. | |t:|1717328400 |switch|p1a: Skuntank|Skuntank, L84, M|310/310 |move|p2a: Mew|Psychic|p1a: Skuntank |-immune|p1a: Skuntank | |upkeep |turn|5 |inactive|paysa has 60 seconds left. | |t:|1717328426 |switch|p2a: Iron Thorns|Iron Thorns, L83|302/302 |-enditem|p2a: Iron Thorns|Booster Energy |-activate|p2a: Iron Thorns|ability: Quark Drive|[fromitem] |-start|p2a: Iron Thorns|quarkdriveatk |move|p1a: Skuntank|Toxic Spikes|p2a: Iron Thorns |-sidestart|p2: paysa|move: Toxic Spikes | |upkeep |turn|6 | |t:|1717328445 |switch|p1a: Arboliva|Arboliva, L91, F|290/290 |move|p2a: Iron Thorns|Dragon Dance|p2a: Iron Thorns |-boost|p2a: Iron Thorns|atk|1 |-boost|p2a: Iron Thorns|spe|1 | |upkeep |turn|7 | |t:|1717328467 |-terastallize|p2a: Iron Thorns|Grass |move|p2a: Iron Thorns|Dragon Dance|p2a: Iron Thorns |-boost|p2a: Iron Thorns|atk|1 |-boost|p2a: Iron Thorns|spe|1 |move|p1a: Arboliva|Strength Sap|p2a: Iron Thorns |-unboost|p2a: Iron Thorns|atk|1 | |upkeep |turn|8 | |t:|1717328482 |move|p2a: Iron Thorns|Dragon Dance|p2a: Iron Thorns |-boost|p2a: Iron Thorns|atk|1 |-boost|p2a: Iron Thorns|spe|1 |move|p1a: Arboliva|Strength Sap|p2a: Iron Thorns |-unboost|p2a: Iron Thorns|atk|1 | |upkeep |turn|9 | |t:|1717328488 |move|p2a: Iron Thorns|Dragon Dance|p2a: Iron Thorns |-boost|p2a: Iron Thorns|atk|1 |-boost|p2a: Iron Thorns|spe|1 |move|p1a: Arboliva|Hyper Voice|p2a: Iron Thorns |-damage|p2a: Iron Thorns|166/302 | |upkeep |turn|10 | |t:|1717328497 |move|p2a: Iron Thorns|Stone Edge|p1a: Arboliva |-damage|p1a: Arboliva|0 fnt |-fieldstart|move: Grassy Terrain|[from] ability: Seed Sower|[of] p1a: Arboliva |faint|p1a: Arboliva | |-heal|p2a: Iron Thorns|184/302|[from] Grassy Terrain |upkeep | |t:|1717328505 |switch|p1a: Arceus|Arceus-Fairy, L69|280/280 |turn|11 |inactive|paysa has 60 seconds left. | |t:|1717328514 |move|p2a: Iron Thorns|Stone Edge|p1a: Arceus |-damage|p1a: Arceus|0 fnt |faint|p1a: Arceus | |-heal|p2a: Iron Thorns|202/302|[from] Grassy Terrain |upkeep |-message|soccercrazy792 forfeited. | |win|paysa |raw|soccercrazy792's rating: 2206 &rarr; <strong>2199</strong><br />(-7 for losing) |raw|paysa's rating: 2473 &rarr; <strong>2480</strong><br />(+7 for winning) |l|☆soccercrazy792 |player|p1| |l|☆paysa |player|p2| |j|☆paysa |player|p2|paysa|caitlin| |c|☆paysa|!showteam |c| paysa|/raw <div class="infobox"><details><summary>View team</summary>Barraskewda @ Choice Band <br />Ability: Swift Swim <br />Level: 81 <br />Tera Type: Fighting <br />EVs: 85 HP &#x2f; 85 Atk &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />- Close Combat <br />- Waterfall <br />- Flip Turn <br />- Poison Jab <br /><br />Mew @ Life Orb <br />Ability: Synchronize <br />Level: 82 <br />Tera Type: Fighting <br />EVs: 85 HP &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />IVs: 0 Atk <br />- Psychic <br />- Aura Sphere <br />- Dark Pulse <br />- Nasty Plot <br /><br />Thundurus (M) @ Heavy-Duty Boots <br />Ability: Prankster <br />Level: 80 <br />Tera Type: Grass <br />EVs: 85 HP &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />IVs: 0 Atk <br />- Sludge Wave <br />- Grass Knot <br />- Thunderbolt <br />- Nasty Plot <br /><br />Kingdra @ Lum Berry <br />Ability: Swift Swim <br />Level: 84 <br />Tera Type: Steel <br />EVs: 85 HP &#x2f; 85 Atk &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />- Outrage <br />- Wave Crash <br />- Iron Head <br />- Dragon Dance <br /><br />Iron Thorns @ Booster Energy <br />Ability: Quark Drive <br />Level: 83 <br />Tera Type: Grass <br />EVs: 85 HP &#x2f; 85 Atk &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />- Wild Charge <br />- Earthquake <br />- Dragon Dance <br />- Stone Edge <br /><br />Haxorus @ Lum Berry <br />Ability: Mold Breaker <br />Level: 77 <br />Tera Type: Steel <br />EVs: 85 HP &#x2f; 85 Atk &#x2f; 85 Def &#x2f; 85 SpA &#x2f; 85 SpD &#x2f; 85 Spe <br />- Close Combat <br />- Iron Head <br />- Dragon Dance <br />- Outrage <br /><br /></details></div>
[ "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\n\nHere is the impact of the player's barraskewda moves and the hp range that the move will do:\nflipturn: 8% - 9%\n\n\nHere is the impact of the opponent's blissey moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is barraskewda. They had the following choices:\n0. /choose move flipturn\n1. /choose switch thundurus\n2. /choose switch mew\n3. /choose switch ironthorns\n\n\nThe winner chose to do the following:\n/choose move flipturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nturn 1\nswitch p1a: Cramorant Cramorant, L86, F 261/261\nmove p2a: Barraskewda Flip Turn p1a: Cramorant\n-damage p1a: Cramorant 193/261\nswitch p2a: Thundurus Thundurus, L80, M 258/258 [from] Flip Turn\nturn 2\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nswitch p1a: Fezandipiti Fezandipiti, L82, M 278/278\n\nHere is the impact of the player's barraskewda moves and the hp range that the move will do:\nflipturn: 10% - 11%\n\n\nHere is the impact of the opponent's fezandipiti moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is barraskewda. They had the following choices:\n0. /choose move flipturn\n1. /choose switch thundurus\n2. /choose switch mew\n3. /choose switch ironthorns\n\n\nThe winner chose to do the following:\n/choose move flipturn\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nturn 1\nswitch p1a: Cramorant Cramorant, L86, F 261/261\nmove p2a: Barraskewda Flip Turn p1a: Cramorant\n-damage p1a: Cramorant 193/261\nswitch p2a: Thundurus Thundurus, L80, M 258/258 [from] Flip Turn\nturn 2\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nswitch p1a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 3\nmove p2a: Barraskewda Flip Turn p1a: Fezandipiti\n-damage p1a: Fezandipiti 158/278\nswitch p2a: Mew Mew, L82 298/298 [from] Flip Turn\nmove p1a: Fezandipiti Play Rough p2a: Mew\n-damage p2a: Mew 220/298\nturn 4\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Mew Psychic p1a: Skuntank\n-immune p1a: Skuntank\n\nHere is the impact of the player's mew moves and the hp range that the move will do:\npsychic: 0 - 0\n\n\nHere is the impact of the opponent's skuntank moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is mew. They had the following choices:\n0. /choose move psychic\n1. /choose switch barraskewda\n2. /choose switch thundurus\n3. /choose switch ironthorns\n\n\nThe winner chose to do the following:\n/choose switch ironthorns\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nturn 1\nswitch p1a: Cramorant Cramorant, L86, F 261/261\nmove p2a: Barraskewda Flip Turn p1a: Cramorant\n-damage p1a: Cramorant 193/261\nswitch p2a: Thundurus Thundurus, L80, M 258/258 [from] Flip Turn\nturn 2\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nswitch p1a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 3\nmove p2a: Barraskewda Flip Turn p1a: Fezandipiti\n-damage p1a: Fezandipiti 158/278\nswitch p2a: Mew Mew, L82 298/298 [from] Flip Turn\nmove p1a: Fezandipiti Play Rough p2a: Mew\n-damage p2a: Mew 220/298\nturn 4\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Mew Psychic p1a: Skuntank\n-immune p1a: Skuntank\nturn 5\nswitch p2a: Iron Thorns Iron Thorns, L83 302/302\n-enditem p2a: Iron Thorns Booster Energy\n-activate p2a: Iron Thorns ability: Quark Drive [fromitem]\n-start p2a: Iron Thorns quarkdriveatk\nmove p1a: Skuntank Toxic Spikes p2a: Iron Thorns\n-sidestart p2: paysa move: Toxic Spikes\nturn 6\nswitch p1a: Arboliva Arboliva, L91, F 290/290\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\n\nHere is the impact of the player's ironthorns moves and the hp range that the move will do:\ndragondance: 0 - 0\nstoneedge: 21% - 25%\n\n\nHere is the impact of the opponent's arboliva moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ironthorns. They had the following choices:\n0. /choose move dragondance\n1. /choose move stoneedge\n2. /choose move dragondance terastallize\n3. /choose move stoneedge terastallize\n4. /choose switch barraskewda\n5. /choose switch thundurus\n6. /choose switch mew\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nturn 1\nswitch p1a: Cramorant Cramorant, L86, F 261/261\nmove p2a: Barraskewda Flip Turn p1a: Cramorant\n-damage p1a: Cramorant 193/261\nswitch p2a: Thundurus Thundurus, L80, M 258/258 [from] Flip Turn\nturn 2\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nswitch p1a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 3\nmove p2a: Barraskewda Flip Turn p1a: Fezandipiti\n-damage p1a: Fezandipiti 158/278\nswitch p2a: Mew Mew, L82 298/298 [from] Flip Turn\nmove p1a: Fezandipiti Play Rough p2a: Mew\n-damage p2a: Mew 220/298\nturn 4\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Mew Psychic p1a: Skuntank\n-immune p1a: Skuntank\nturn 5\nswitch p2a: Iron Thorns Iron Thorns, L83 302/302\n-enditem p2a: Iron Thorns Booster Energy\n-activate p2a: Iron Thorns ability: Quark Drive [fromitem]\n-start p2a: Iron Thorns quarkdriveatk\nmove p1a: Skuntank Toxic Spikes p2a: Iron Thorns\n-sidestart p2: paysa move: Toxic Spikes\nturn 6\nswitch p1a: Arboliva Arboliva, L91, F 290/290\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nturn 7\n-terastallize p2a: Iron Thorns Grass\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nmove p1a: Arboliva Strength Sap p2a: Iron Thorns\n-unboost p2a: Iron Thorns atk 1\nturn 8\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nmove p1a: Arboliva Strength Sap p2a: Iron Thorns\n-unboost p2a: Iron Thorns atk 1\n\nHere is the impact of the player's ironthorns moves and the hp range that the move will do:\ndragondance: 0 - 0\nstoneedge: 21% - 25%\n\n\nHere is the impact of the opponent's arboliva moves and the hp range that the move will do:\nstrengthsap: 0 - 0\n\n\nThe winner's active Pokemon is ironthorns. They had the following choices:\n0. /choose move dragondance\n1. /choose move stoneedge\n2. /choose switch barraskewda\n3. /choose switch thundurus\n4. /choose switch mew\n\n\nThe winner chose to do the following:\n/choose move dragondance\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective.", "You're an expert Pokemon Showdown player playing a generation 9 random battle. I'll provide you with the battle log, including details about both teams, the current field conditions, and the move that was just made. I want you to explain why the player likely chose that specific move.\nIn your response, please:\n\nStart with a brief overview of the situation.\nBreak down your reasoning step-by-step, consider the following tips for analyzing the situation:\nIt's really important to know things like what different items do, what different abilities Pokemon have, the moves that are in the game and what those moves do, their accuracies and power and their effects, and knowing as best you can the Pokemon type weaknesses chart.\nRandom Battles is unique in that it purely measures battling skill as players have no control over their teams. In other tiers, the viability of teams will affect players' win-loss records, but in Random Battles, everyone is on an even playing field. Many argue against the competitiveness of Random Battles by pointing out how the random factor can either bring a good or bad matchup, making player skill level hard to determine. This is a good point, but it only holds true for each individual battle. Given the law of large numbers, in the long run everyone will get similar amounts of good and bad matchups and everyone will get haxed the same amount. So eventually, players will be placed on the ladder accordingly with their skill level. The ladder itself proves this, because for example the top 30 has the same names floating around, which shows rankings aren't entirely decided by luck of the draw.\nRandom Battles is also easy to play on the go which makes it a convenient pastime. If players are on a device that does not have their teams in it and they are looking for some quick battles, Random Battles is there to quench that thirst. It is also not an official tier like VGC or Smogon's OU, so it's easy to not get too invested in it, resulting in less frustration.\nThe gameplay of Random Battles is notably different from usual tiers due to the following changes:\nEvery Pokemon has a neutral nature and has 504 EVs spread evenly across the board, making for 84 EVs in each stat. There is one exception for Pokemon that carry Trick Room which is that their Speed gets 0 EVs, but their other stats still have 84 EVs each. All Pokemon get perfect 31 IVs across the board, and Trick Room Pokemon are not exempt from this.\nMovesets are randomised so Pokemon don't always get the best sets. They aren't entirely random, but rather are any combo of four from moves each Pokemon runs. So, it is possible to get a Nasty Plot Infernape with 3 physical attacks, or perhaps a Chansey with no Softboiled or Wish.\nUnlike other tiers, teams aren't entirely visible from the get go. Instead, Pokemon are only revealed as they are sent out. This opens up quite a few battling strategies which are discussed below.\nA win condition is best defined as something that can take down multiple Pokemon, usually ending up winning the game. These are usually Pokemon with set up moves because through boosting their stats to supernatural levels, they can blow through the opponent's team. On the other hand, they could be very bulky Pokemon that the opponent cannot take down. These Pokemon can gradually win the game by chipping away with weak attacks or using moves like Toxic, while recovering health whenever necessary.\nThe above definitions only fit for general cases however, because technically any Pokemon can be a win condition. For example, you have a Rhyperior, Virizion, and Leavanny remaining while your opponent has a Talonflame and a Mega Glalie. In this case, Rhyperior is the win condition because without it, Talonflame will just destroy Virizion and Leavanny, giving your opponent an easy win.\nSo, in a situation where Rhyperior is out against Mega Glalie, it is better to sack the Leavanny as it beats neither Mega Glalie or Talonflame. It is never acceptable to sack Rhyperior just because Virizion and Leavanny can't switch into Mega Glalie. After sacking Leavanny, Virizion can be sent out to Close Combat and finish off the Mega Glalie, or perhaps Stone Edge the incoming Talonflame if prediction is necessary or desired.\nThere are two main tips for playing around the lack of team preview. Further ones are discussed in the advanced tips section. Both main tips relate to win conditions, but in practice can be applied to any Pokemon that seems like it can cause a lot of trouble to the opponent.\nThe first tip is to hide win conditions unless it is absolutely necessary to send them out. The benefit of hiding win conditions is that your opponent may end up sacking their check or counter to it. To demonstrate, you have a Geomancy Xerneas which is walled by the opponent's Chansey. If your opponent has yet to see your Xerneas, they may end up sacking the Chansey because they feel they can afford to, or a situation in the battle has pressured it. However, if Xerneas was revealed, your opponent will be a lot more conservative with the Chansey, ensuring it is healthy enough to check Xerneas. This method exploits team preview by revealing as little of your team as possible.\nThe second tip is a counterpart to the first, which is trying to expose as much of the opponent's team as possible. This is normally achieved as the battle is played out, but using phasing moves such as Dragon Tail and Whirlwind can help. Laying up hazards can also help as Toxic Spikes forces the opponent to send out a Poison type, while other hazards such as Stealth Rock force out their hazard clearer. The advantage of this tip is that by exposing your opponent's team, you may identify further win conditions, and / or when your primary win condition can be sent out.\nWin conditions have been discussed a lot so it may seem battle plans should be entirely focussed around them as soon as they are identified, but this couldn't be further from the truth. Often, as the battle plays out, the primary win condition may no longer be needed because another one has been discovered. Going off the previous example, Chansey may be preventing that Xerneas from sweeping, but now Hitmonchan finishes off the opponent's Chansey, Cacturne, and Tyranitar. In this case, it is fine to sack or play aggressively with the Xerneas should a situation demand it.\nDue to the endless permutations, it is not possible to give advice that covers what the best play is for every single turn. Nonetheless, a point to take from the previous paragraph is that players should be mindful of all the situational changes that occur in every turn. Identifying and playing to win conditions works as a general strategy, but individual initiative is needed to determine when the plan can be changed or dismissed.\nHazards are paramount in any tier, but their importance is even greater in Random Battles due to the heavily switching focused nature of the format, and the good chance that the opponent has no hazard removal. It is advised to make it a priority to get them up as soon as possible, but not to set them up at every single opportunity. Sometimes recovering health or dishing out damage will be more important, and only basic battling experience is needed to determine this.\nStatus moves are fantastic in Random Battles because they are very spammable, which is highly appreciated in a format where the opponent's team isn't shown. When to use them should be obvious enough, but for the sake of a little in-depth advice, they're good to use when it's obvious the opponent will switch out. For instance, Hippowdon is out against a Magcargo. It's near certain that the Magcargo will switch out in fear of Earthquake, so it's better to use Toxic with the Hippowdon to punish the incoming check by putting it on a timer.\nAdvanced tips are best described as something players can do when they are very focused and not just playing on auto-pilot. If they are correctly applied, players can gain very discrete advantages.\nA double down occurs when both Pokemon on the field faint in the same turn. For example, Garchomp takes down Heatran with Earthquake but also faints to recoil from its Life Orb. Not knowing the opponent's Pokemon may tempt players to randomly select which Pokemon to send out, but there are advantages to be gained with smart selecting. This can be achieved by sending out a Pokemon that has its weaknesses covered. To demonstrate, you have a Landorus-T and a Xurkitree. If Landorus-T is sent out, it can be threatened and forced out by Ice and Water type Pokemon. Xurkitree resists neither of these types, so it will have to take considerable damage upon switching in. However, if Xurkitree was sent out and a Ground type Pokemon threatens and forces it out, Landorus-T gets a free switch in thanks to its immunity. In this case, neither Pokemon will have to take damage. Following this rule will result in far more favourable situations in a scenario that most players think is down to luck.\nOf course, there will be situations where no Pokemon has its weaknesses covered. In such situations, it is best to send out a Pokemon that has already been revealed to the opponent as this gains the advantage of hiding your team. The benefits of this are already stated in the basic tips section. In the rarer case of all revealed Pokemon being fainted and no Pokemon having its weaknesses covered, it's best to follow the rules of hiding win conditions / stronger Pokemon and sending out the most disposable Pokemon. However, there is a danger of the weaker / more disposable Pokemon being set up bait to an incoming sweeper, so Pokemon that carry Taunt, status or phasing moves are favoured. It is not possible to know which Pokemon your opponent will send out however, so there is still an element of luck involved.\nThese strategies are the more advanced ways to play around no team preview that were mentioned in the basic tips section.\nSome very crucial information can be gathered about the opponent's movesets if the moves they use are noted each turn. For instance, your boosted Dragon Dance Salamence is about to sweep but your opponent sends out Mamoswine, forcing a switch out in fear of Ice Shard. Upon switching out, if the opponent does not use Ice Shard, and instead goes for Icicle Crash, it's very likely that the Mamoswine does not have Ice Shard. Thus, the next time Salamence boosts with Dragon Dance and Mamoswine is sent out, you should be free to finish it off rather than switching out. This is just one example upon many, so using this tactic can open up many other ways to win that would otherwise be unconsidered.\nObserving how the opponent switches can also yield significant information, particularly with deciding which Pokemon is a threat to their team. As an example, Choice Specs Heliolisk is out against the opponent's Golduck. Instead of switching in a Pokemon that resists Electric, the opponent sacks Golduck to Thunderbolt. This indicates that the opponent either has no Electric resists or no checks to Heliolisk, so it can be ascertained that Heliolisk is a massive threat and thus a win condition. Furthermore, if you have another Electric type like Raikou, then it can be determined that it also is a threat as it is quite similar to Heliolisk. In this situation, Heliolisk and Raikou should pretty much guarantee a win because as one punches holes in the opponent's team, the other should have no problem cleaning up. So, in a nutshell, if the opponent doesn't switch in a Pokemon that has a type advantage against the one you currently have in play, you can determine that that Pokemon is a threat, or that the type of that Pokemon threatens your opponent's team.\nGeneration 9 introduces Terastallization, which lets your Pokemon transform in the middle of battle from its current typing into its Tera type. This adds a new layer of depth to Gen 9 battles. Tera typing can be super useful for things such as setting up STAB moves for that Tera type, setting up your Terablast users, or resisting a predicted attack you know your opponent is going to use.\n\nMake sure to cite the tips you used when making your decision.\n\nConsider type advantages, the alternative moves the player could have made and why they might have been rejected.\nConclude with a summary of why this move was likely the best choice in this situation.\n\nHere's the type effectiveness chart:\n\nType | Strong Against | Weak To\n----------|------------------------|------------------\nNormal | - | Fighting\nFire | Grass, Ice, Bug, Steel | Water, Ground, Rock\nWater | Fire, Ground, Rock | Electric, Grass\nElectric | Water, Flying | Ground\nGrass | Water, Ground, Rock | Fire, Ice, Poison, Flying, Bug\nIce | Grass, Ground, Flying, | Fire, Fighting, Rock, Steel\n | Dragon |\nFighting | Normal, Ice, Rock, | Flying, Psychic, Fairy\n | Dark, Steel |\nPoison | Grass, Fairy | Ground, Psychic\nGround | Fire, Electric, Poison,| Water, Grass, Ice\n | Rock, Steel |\nFlying | Grass, Fighting, Bug | Electric, Ice, Rock\nPsychic | Fighting, Poison | Bug, Ghost, Dark\nBug | Grass, Psychic, Dark | Fire, Flying, Rock\nRock | Fire, Ice, Flying, Bug | Water, Grass, Fighting, Ground, Steel\nGhost | Psychic, Ghost | Ghost, Dark\nDragon | Dragon | Ice, Dragon, Fairy\nDark | Psychic, Ghost | Fighting, Bug, Fairy\nSteel | Ice, Rock, Fairy | Fire, Fighting, Ground\nFairy | Fighting, Dragon, Dark | Poison, Steel\n\n\nHere's the scenario:\ngen 9\ntier [Gen 9] Random Battle\nrule Species Clause: Limit one of each Pokémon\nrule HP Percentage Mod: HP is shown in percentages\nrule Sleep Clause Mod: Limit one foe put to sleep\nrule Illusion Level Mod: Illusion disguises the Pokémon's true level\nstart\nswitch p1a: Blissey Blissey, L84, F 566/566\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nturn 1\nswitch p1a: Cramorant Cramorant, L86, F 261/261\nmove p2a: Barraskewda Flip Turn p1a: Cramorant\n-damage p1a: Cramorant 193/261\nswitch p2a: Thundurus Thundurus, L80, M 258/258 [from] Flip Turn\nturn 2\nswitch p2a: Barraskewda Barraskewda, L81, M 231/231\nswitch p1a: Fezandipiti Fezandipiti, L82, M 278/278\nturn 3\nmove p2a: Barraskewda Flip Turn p1a: Fezandipiti\n-damage p1a: Fezandipiti 158/278\nswitch p2a: Mew Mew, L82 298/298 [from] Flip Turn\nmove p1a: Fezandipiti Play Rough p2a: Mew\n-damage p2a: Mew 220/298\nturn 4\nswitch p1a: Skuntank Skuntank, L84, M 310/310\nmove p2a: Mew Psychic p1a: Skuntank\n-immune p1a: Skuntank\nturn 5\nswitch p2a: Iron Thorns Iron Thorns, L83 302/302\n-enditem p2a: Iron Thorns Booster Energy\n-activate p2a: Iron Thorns ability: Quark Drive [fromitem]\n-start p2a: Iron Thorns quarkdriveatk\nmove p1a: Skuntank Toxic Spikes p2a: Iron Thorns\n-sidestart p2: paysa move: Toxic Spikes\nturn 6\nswitch p1a: Arboliva Arboliva, L91, F 290/290\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nturn 7\n-terastallize p2a: Iron Thorns Grass\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nmove p1a: Arboliva Strength Sap p2a: Iron Thorns\n-unboost p2a: Iron Thorns atk 1\nturn 8\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nmove p1a: Arboliva Strength Sap p2a: Iron Thorns\n-unboost p2a: Iron Thorns atk 1\nturn 9\nmove p2a: Iron Thorns Dragon Dance p2a: Iron Thorns\n-boost p2a: Iron Thorns atk 1\n-boost p2a: Iron Thorns spe 1\nmove p1a: Arboliva Hyper Voice p2a: Iron Thorns\n-damage p2a: Iron Thorns 166/302\nturn 10\nmove p2a: Iron Thorns Stone Edge p1a: Arboliva\n-damage p1a: Arboliva 0 fnt\n-fieldstart move: Grassy Terrain [from] ability: Seed Sower [of] p1a: Arboliva\nfaint p1a: Arboliva\n-heal p2a: Iron Thorns 184/302 [from] Grassy Terrain\nswitch p1a: Arceus Arceus-Fairy, L69 280/280\n\nHere is the impact of the player's ironthorns moves and the hp range that the move will do:\ndragondance: 0 - 0\nstoneedge: 31% - 37%\n\n\nHere is the impact of the opponent's arceusfairy moves and the hp range that the move will do:\n\n\nThe winner's active Pokemon is ironthorns. They had the following choices:\n0. /choose move dragondance\n1. /choose move stoneedge\n2. /choose switch barraskewda\n3. /choose switch thundurus\n4. /choose switch mew\n\n\nThe winner chose to do the following:\n/choose move stoneedge\n\nFormat your response in the following way:\n\n<Summary>\n\n<Analysis>\n\n<Conclusion>\n\nRespond as if you don't know what move the player chose and you are the winner, and managed to analyze the situation to arrive at the conclusion.\nHowever, if the pokemon fainted you should acknowledge it by saying \"Since the Pokemon fainted, the winner chose to sent out xyz because of abc and only analyze the switches that was possible\nWhen stating super effective or not effective, please state the exact type, don't just say x is super effective against y, say x is type a and is super effective against y which is type b, and vice versa for not effective." ]
3,365